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Components

AudioListener

Realot Studio AudioListener component reference: fields, script API, behavior and examples.

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ScopeThis page documents the AudioListener component in Realot Studio. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Audio Listener. Usually keep one active listener in a scene for 3D hearing queries.

#What it does

Defines the hearing area for 3D audio and drives audio enter/leave callbacks.

Component setup & editor toolsAudioListener defines the listening point used by positional audio behavior.

#How to add and use AudioListener

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for AudioListener → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → Add Component → Audio Listener. Use one intended listener for the active view; its radius/enabled settings control listening behavior.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
radiusnumberHearing radius.300
enabledbooleanInspector field stored on this component.true

#Script API

MemberKindDescription
canHear(nameOrTag, opts)MethodThe `this.ear` sub-object exposed to user scripts (see scripting/ScriptAPI.js) — the query surface for the AudioListener component (see components/AudioListener.js).
enabledProperty (read/write)The `this.ear` sub-object exposed to user scripts (see scripting/ScriptAPI.js) — the query surface for the AudioListener component (see components/AudioListener.js).
radiusProperty (read/write)The `this.ear` sub-object exposed to user scripts (see scripting/ScriptAPI.js) — the query surface for the AudioListener component (see components/AudioListener.js).
sourcesInRangeProperty (read-only)The `this.ear` sub-object exposed to user scripts (see scripting/ScriptAPI.js) — the query surface for the AudioListener component (see components/AudioListener.js).

#Notes & behavior

  • With an AudioListener present, scripts can receive onHearSound(source) and onLoseSound(source) transitions.
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