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update Open Source Docs from Roblox internal teams
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content/en-us/marketplace/publish-to-marketplace.md

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@@ -245,6 +245,14 @@ The following location options are available for all items:
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</tbody>
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</table>
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### Schedule item sale
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To schedule the sale of your asset in the **Manage Item** page, click **Schedule Sale** under the **On Sale** toggle and enter a **Sale Start** date and an optional **Sale End** date. If you don't enter an end date, the item is on sale indefinitely.
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You can use scheduling to sell both Limited and Non-Limited assets.
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You can schedule sales up to 30 days in advance.
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### Publish item
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When first publishing your asset, select the **Publish Item** button at the end of the form to pay the [publishing fee](../marketplace/marketplace-fees-and-commissions.md#publishing-advance) and list your item on sale.

content/en-us/production/promotion/share-links.md

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@@ -12,15 +12,18 @@ For more information on the analytics for share links, see the [Acquisition](../
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## Create a share link
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<Alert severity="warning">
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You can only create share links for experiences you own. For group-owned experiences, you must be a member of the group and the share link must be created from the group account.
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You can only create share links for experiences you own. For group-owned experiences, you must be a member of the group with the **Create and configure share links** permission, and the share link must be created from the group account.
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</Alert>
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To create a share link:
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1. In the Creator Hub, go to **Creations** and select the **Share Links** tab.
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1. In the [Creator Dashboard](https://create.roblox.com/dashboard/creations), go to **Creations** and select the **Share Links** tab.
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2. Click **Create link**.
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3. Enter a unique campaign name and select the experience you want to create a share link for.
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<img src="../../assets/promotion/Share-Link-Creation.png" width="540" />
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4. Click **Generate link**.
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<img src="../../assets/promotion/Share-Link-Creation.png" width="540" />
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4. <Chip label="optional" size="medium" variant="outlined" /> To enable custom `Class.Player:GetJoinData()|LaunchData`, toggle on **Use custom LaunchData** and enter a `LaunchData` parameter.
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5. Click **Generate link**.
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The new share link generates instantly and is ready to be shared.

content/en-us/projects/groups.md

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@@ -9,7 +9,7 @@ A Roblox **group** allows multiple creators to work on the same experience, use
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Group ownership of experiences helps creators collaborate and operate as independent studios. If a conflict arises within a group, Roblox cannot help arbitrate or resolve disagreements.
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</Alert>
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## Create a new group
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## Group creation
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Creating a group costs 100 Robux. New groups maintain certain capabilities on the legacy [Groups](https://www.roblox.com/groups) pages, but improved workflows and options for [configuring roles/permissions](#roles-and-permissions) and [inviting members](#invite-members) are only available on the [Creator Dashboard](https://create.roblox.com/dashboard/creations).
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<table>
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<thead>
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<tr>
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<th colspan="2">Group permissions</th>
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<th colspan="2">Group Permissions</th>
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</tr>
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</thead>
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<tbody>
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<td>**Configure group profile**</td>
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<td>Members with this role can update the group's name, description, and other metadata. Does not include transferring ownership, which only the owner can do.</td>
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</tr>
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<tr>
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<td>**View group activity history**</td>
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<td>Members with this role can view group [activity history](https://create.roblox.com/dashboard/group/activity-history).</td>
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</tr>
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</tbody>
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<thead>
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<tr>
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<th colspan="2">Experience permissions</th>
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<th colspan="2">Experience Permissions</th>
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</tr>
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</thead>
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<tbody>
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<td>**View all analytics for group experiences**</td>
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<td>Members with this role can access the [analytics](../production/analytics/index.md) of all experiences owned by the group, even if they don't have edit access.</td>
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</tr>
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<tr>
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<td>**Create and configure share links**</td>
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<td>Members with this role can create/configure [share links](../production/promotion/share-links.md).</td>
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</tr>
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<tr>
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<td>**Configure bans for all group experiences**</td>
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<td>Members with this role can ban and manage banned users for all experiences owned by the group.</td>
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</tr>
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</tbody>
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<thead>
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<tr>
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<th colspan="2">Group revenue</th>
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<th colspan="2">Group Revenue</th>
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</tr>
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</thead>
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<tbody>
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<td>Members with this role can view the group Robux balance, any configured recurring split payouts, and (in the future) new revenue logging features.</td>
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</tr>
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<tr>
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<td>**Advertise group**</td>
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<td>**Create Ad Campaigns for the group**</td>
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<td>Members with this role can advertise the group.</td>
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</tr>
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</tbody>
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<thead>
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<tr>
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<th colspan="2">Avatar item permissions</th>
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<th colspan="2">Avatar Item Permissions</th>
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</tr>
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</thead>
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<thead>
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<th colspan="2">Open Cloud permissions</th>
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<th colspan="2">Open Cloud Permissions</th>
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</tr>
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</thead>
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<tbody>
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<thead>
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<tr>
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<th colspan="2">Asset permissions</th>
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<th colspan="2">Asset Permissions</th>
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</tr>
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</thead>
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<tbody>

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

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capabilities: []
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writeCapabilities: []
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- name: SoundService.DefaultListenerLocation
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summary: ''
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description: ''
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summary: |
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Determines where (if anywhere) to place an `Class.AudioListener` by
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default.
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description: |
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Determines where to place an `Class.AudioListener` by default. See
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`Enum.ListenerLocation` for detailed descriptions of each option.
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code_samples: []
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type: ListenerLocation
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tags: []

content/en-us/reference/engine/datatypes/Content.yaml

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code_samples: []
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tags: []
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deprecation_message: ''
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- name: SourceType
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- name: Content.SourceType
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type: Enum.ContentSourceType
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summary: |
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The source type of the contained value.
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code_samples: []
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tags: []
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deprecation_message: ''
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- name: Uri
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- name: Content.Uri
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type: string?
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summary: |
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A URI `string` if `Datatype.Content.SourceType` is
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code_samples: []
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tags: []
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deprecation_message: ''
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- name: Object
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- name: Content.Object
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type: Object?
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summary: |
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A reference to a non-`nil` `Class.Object` if `Datatype.Content.SourceType`
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name: ListenerLocation
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type: enum
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summary: ''
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summary: |
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Enum used with `Class.SoundService.DefaultListenerLocation` to determine where
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an `Class.AudioListener` is placed by default.
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description: |
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Provides a script-free and configuration-free way to spawn an
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`Class.AudioListener` by default. Determines where, if anywhere, a default
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`Class.AudioListener` should go.
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Enum used with `Class.SoundService.DefaultListenerLocation` to determine where
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an `Class.AudioListener` is placed by default.
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items:
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- name: Default
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An `Class.AudioListener` will be created and parented to
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`Class.Workspace.CurrentCamera` in experiences that enable voice chat.
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Behavior depends on the value of
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`Class.VoiceChatService.EnableDefaultVoice` and
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`Class.VoiceChatService.UseAudioApi`. When using the default voice setup
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with the audio API, this behaves similarly to `Camera`.
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value: 0
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deprecation_message: ''
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- name: None
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summary: |
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No `Class.AudioListener|AudioListeners` will be spawned by default.
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No `Class.AudioListener` will be created by default, but they can be
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created separately by scripts.
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- name: Character
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An `Class.AudioListener` will be created and attached to the local
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player's `Class.Player.Character`.
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All of the following, resulting in the world being heard from the position
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of your character while matching the orientation of your camera.
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- An `Class.Attachment` will be created and parented to the
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`Class.Model.PrimaryPart|PrimaryPart` of the local player's
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`Class.Player.Character|Character` model.
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- An `Class.AudioListener` will be created and parented to the
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`Class.Attachment`.
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- An `Class.AudioDeviceOutput` will be created and parented to
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`Class.SoundService`.
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- A `Class.Wire` will be created and parented to the previously-created
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`Class.AudioListener`. The wire's
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`Class.Wire.SourceInstance|SourceInstance` will be set to the
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previously-created `Class.AudioListener` and its
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`Class.Wire.TargetInstance|TargetInstance` will be set to the
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previously-created `Class.AudioDeviceOutput`.
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- The previously-created `Class.Attachment` will be updated once per frame
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to face the same direction as `Class.Workspace.CurrentCamera`.
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- name: Camera
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An `Class.AudioListener` will be created and parented to
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`Class.Workspace.CurrentCamera`.
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All of the following, resulting in the world being heard from the
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perspective (postition and orientation) of the camera.
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- An `Class.AudioListener` will be created and parented to `Class.Workspace.CurrentCamera`.
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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`. The wire's `Class.Wire.SourceInstance|SourceInstance` will be set to the previously-created `Class.AudioListener` and its `Class.Wire.TargetInstance|TargetInstance` will be set to the previously-created `Class.AudioDeviceOutput`.
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content/en-us/tutorials/use-case-tutorials/use-case-tutorial-overview.md

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</AccordionSummary>
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<AccordionDetails>
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- [Audio assets](../../sound/assets.md)
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- [Sound objects](../../sound/objects.md)
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- [Sound groups](../../sound/groups.md)
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- [Dynamic effects](../../sound/dynamic-effects.md)
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- [Audio overview](../../audio/index.md)
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- [Audio assets](../../audio/assets.md)
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- [Audio objects](../../audio/objects.md)
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- [Audio effects](../../audio/effects.md)
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</AccordionDetails>
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</BaseAccordion>

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