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# PHASESource

An object that plays audio from a 3D location and orientation in a scene.

```
class PHASESource
```

## Overview

This class represents a sound-emitting point or area in a virtual environment, positioned and oriented by a 3D [`transform`](/documentation/PHASE/PHASEObject/transform).

A spatial mixer, [`PHASESpatialMixerDefinition`](/documentation/PHASE/PHASESpatialMixerDefinition), adds environmental effects to sound sources. To tie a mixer to a sound source, create a [`PHASEMixerParameters`](/documentation/PHASE/PHASEMixerParameters) object and pass it into the `mixerParameters` argument of a sound event’s [`init(engine:assetIdentifier:mixerParameters:)`](/documentation/PHASE/PHASESoundEvent/init(engine:assetIdentifier:mixerParameters:)) initializer.

For an example that demonstrates sound sources, see [Playing sound from a location in a 3D scene](/documentation/PHASE/playing-sound-from-a-location-in-a-3d-scene).

## Topics

### Creating a Source

[`init(engine:)`](/documentation/PHASE/PHASESource/init(engine:))

Creates a single point in the environment from which sound emanates.

[`init(engine:shapes:)`](/documentation/PHASE/PHASESource/init(engine:shapes:))

Creates a voluminous area in the environment from which sound emanates.

### Controlling Sound Volume

[`gain`](/documentation/PHASE/PHASESource/gain)

The amount of sound the source emanates.

### Inspecting the Shape

[`shapes`](/documentation/PHASE/PHASESource/shapes)

An array of shapes that collectively define the audio-emitting surface area of a volumetric source.



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