--- tags: sound title: Panning brief: This example demonstrates how to pan a sound effect according to a GO's(game object) position on the screen. author: FlexYourBrain scripts: pan.script --- Overview : A coin bounces around the screen and on collision detection we get the coins x position then normalize that value for use in the sound components pan property. As the API states "The pan on the sound-component. The valid range is from -1.0 to 1.0, representing -45 degrees left, to +45 degrees right." we can use this information along with our x value from our coin object and normalize it into the correct range. ![panning](panning.png) The setup consists of a coin game object, three stone objects and walls for collision. Coin : contains: - A *Sound* component. - A *Collision* component. With *Type* set to `DYNAMIC` and a Sphere *Shape*. - A script used to set initial coin movement then set pan value and play a sound on collision. - A sprite component with default animation set as coin Stones : contains: - A *Collision* component set to `STATIC` and 1 box *Shape* to match the sprite image. Walls : contains: - A *Collision* component set to `STATIC` and 4 box *Shapes* that make up the walls along the bounds of the game screen.