Audio Config
Sequine also provide commands to play audio clips. You can check the list of available commands in Audio section.
You can simply play audio clips, or use our provided channel system.
There are 4 types of channels:
Looping
- BGM
- Ambience
One Shot
- SFX
- ME (Music Effects)
What the channels do are ensuring the clips are played using the respective volume. In Looping channels, there should be only 1 clip being played. Each channel also has a sound library which we can configure.
You can modify the Audio Config by clicking Edit -> Project Settings... -> CookieCutter -> Audio Config.

Upon adding a Sound Data to a Library, we should fill 3 of these fields:
- Sound ID: The sound ID string.
- Volume: This will be multiplied to the respective channel's volume.
- Group: This is where we assign the actual clip. The clip will be obtained randomly from this group, so there should be at least 1 clip. Generally, assigning 1 clip is enough. But you might want to get random clip to add more variation in certain cases such as Footstep sound.
Alternatively, we can also play a sound by C# script, using these libraries and channels with AudioManager class. See AudioManager for the list of methods that you can use.