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content/en-us/reference/engine/classes/SoundService.yaml

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@@ -96,7 +96,7 @@ properties:
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- an `Class.AudioDeviceOutput` will be created and parented to `Class.SoundService`
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- a `Class.Wire` will be created and parented to the previously-created `Class.AudioListener`
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- `Class.Wire.SourceInstance` will be set to the previously-created `Class.AudioListener`, and `Class.Wire.TargetInstance` will be set to the previously-created `Class.AudioDeviceOutput`
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So, the world will be heard from the perspective (postition and orientation) of your camera.
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As a result, the world will be heard from the perspective (postition and orientation) of your camera.
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If `Class.SoundService.DefaultListenerLocation` is `Character`, then
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- an `Class.Attachment` will be created and parented to your `Class.Players.LocalPlayer`'s `Class.Player.Character`'s `Class.Model.PrimaryPart`
@@ -105,7 +105,7 @@ properties:
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- a `Class.Wire` will be created and parented to the previously-created `Class.AudioListener`
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- `Class.Wire.SourceInstance` will be set to the previously-created `Class.AudioListener`, and `Class.Wire.TargetInstance` will be set to the previously-created `Class.AudioDeviceOutput`
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- the previously-created `Class.Attachment` will be updated once-per-frame to face the same direction as `Class.Workspace.CurrentCamera`
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So, the world will be heard from the position of your character, while matching the orientation of your camera.
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As a result, the world will be heard from the position of your character, while matching the orientation of your camera.
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If `Class.SoundService.DefaultListenerLocation` is `Default`, then its behavior depends on the value of `Class.VoiceChatService.EnableDefaultVoice` and `Class.VoiceChatService.UseAudioApi`.
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When using the default voice setup with the audio API, this behaves similarly to `Camera`.

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