# audio-loops-stacked

> Talos 0.6 · Since 0.6

three or more loops of one sound play at once with none placed in the world (`ctx.audio.play(asset, { loop: true })` without `at`, or looping non-spatial `audio` components), so they add up in the centre to one sound up to 20·log10(n) dB louder that masks the rest of the mix: usually one loop per entity, such as every car's engine; said once per asset, against the behaviour (or the `audio` component's entity) that started the third

| | |
|---|---|
| Severity | `warning` |

## Meaning

three or more loops of one sound play at once with none placed in the world (`ctx.audio.play(asset, { loop: true })` without `at`, or looping non-spatial `audio` components), so they add up in the centre to one sound up to 20·log10(n) dB louder that masks the rest of the mix: usually one loop per entity, such as every car's engine; said once per asset, against the behaviour (or the `audio` component's entity) that started the third

## Fix

keep one centred loop (the player's) and play the others with `at: ctx.entity` so distance quietens and pans them, or stop the extras; `GET /feel?section=audio` lists them under `stacked`
