No objective sound
Confirm Play Completion Sound is enabled and the completion was accepted normally; step-back suppresses objective feedback.
Components
Provide one reusable AudioSource for objective success and chapter completion feedback without owning progression.
ChapterAudioPlayer provides one non-spatial AudioSource for the Manager's objective-success feedback and a separate temporary emitter for Chapter completion. It never decides whether an Objective or Chapter completes. The Manager calls it only after progression has reached the corresponding accepted edge.
A Manager requires this component; adding the Manager ensures the service is present. Use the Manager's optional clip fields for authored audio. Leave a field empty to use the built-in procedural cue, which makes Core audible without distributing a required audio asset.
| Call | Clip choice | Lifetime |
|---|---|---|
| Play(AudioClip) | Assigned clip, otherwise a cached 0.16-second procedural success cue | Stops and reuses the local AudioSource |
| PlayChapterCompletion(AudioClip) | Assigned clip, otherwise a cached 1.35-second procedural celebration cue | Creates a hidden temporary non-spatial emitter that survives scene load, then destroys it after playback |
| Stop() | No clip | Stops only the local objective source |
The temporary Chapter emitter copies local volume, mute, and output mixer group. It intentionally survives an immediate completion transition so the longer cue is not cut off with the source scene.
Confirm Play Completion Sound is enabled and the completion was accepted normally; step-back suppresses objective feedback.
This is valid. An empty override creates and plays the built-in procedural cue at runtime.
Stop affects the local source only. The scene-surviving completion emitter is independent by design.
Disable or omit built-in feedback and call the project audio service from lifecycle events.