# Playing Audio

This page will explain how to play audio events in Enter the Gungeon, with a primary focus on playing vanilla sounds.

#### Playing a Sound

Playing a sound in Enter the Gungeon is done through the `AkSoundEngine` class, which accepts *'events'* (string identifiers related to specific sounds or groups of sounds) and plays them from a given `gameObject`.

```csharp
AkSoundEngine.PostEvent("Play_OBJ_med_kit_01", example.gameObject);
```

The above line of code plays the event `Play_OBJ_med_kit_01` (Which corresponds to the SFX of the Medkit item) on a `gameObject`, written here as the `gameObject` of a generic example object or component.

Sounds can be played at any point in your code, as long as the `gameObject` provided for the sound to play on actually exists. If the `gameObject` provided to host the sound does not exist, <mark style="color:red;">the game will crash, so be careful!</mark>

Some examples of playing audio might be;

* Playing a special sound in the `DoEffect` method of an active item- to give its activation more flair.
* Playing a sound effect when a projectile hits an enemy, to signify that the projectile is doing something special to that enemy.
* Playing a sound effect in the midst of an enemy behaviour to make the behaviour more impactful.

#### Playing a Looping Sound

Not all sounds are simply played once and go away on their own, however. Some audio is set to loop indefinitely and must be manually stopped by playing a special stop event.&#x20;

<pre class="language-csharp"><code class="lang-csharp"><strong>AkSoundEngine.PostEvent("Play_ANM_Gull_Loop_01", example.gameObject);
</strong>
yield return new WaitForSeconds(5f);

AkSoundEngine.PostEvent("Stop_ANM_Gull_Loop_01", example.gameObject);
</code></pre>

In the above example, the sound `Play_ANM_Gull_Loop_01` is played on an example gameobject. This code is assumed to be running in a coroutine, allowing the use of the `WaitForSeconds` class in Unity to pause the coroutine for 5 seconds.&#x20;

After the five seconds is up, the event `Stop_ANM_Gull_Loop_01` is played to end the looping noise.
