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@bsimser
Created February 20, 2026 14:25
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For anyone who would like the enemy to be able to hear you, place the script on your enemy.
///////////////////////////////////////////////////////////////////////////////
//
// This code is licensed under MIT license.
//
// Copyright © 2026 Bil Simser, https://www.simstools.com
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
///////////////////////////////////////////////////////////////////////////////
using UnityEngine;
using UnityEngine.Events;
///////////////////////////////////////////////////////////////////////////////
///
/// For anyone who would like the enemy to be able to hear you, place the script on your enemy.
/// soundSources is your player prefab (hero player), and other things that produce sounds.
/// OnSoundHeardEvent specifies what should happen when the enemy hears you.
///
///////////////////////////////////////////////////////////////////////////////
public class EnemySoundListener : MonoBehaviour
{
[SerializeField] private GameObject[] soundSources;
[SerializeField] private float hearingDistance = 10f;
[SerializeField] private float hearingAngle = 90f;
[SerializeField] private UnityEvent onSoundHeard;
private AudioSource[] soundSourceAudios;
private void Start()
{
soundSourceAudios = new AudioSource[soundSources.Length];
for (int i = 0; i < soundSources.Length; i++)
{
soundSourceAudios[i] = soundSources[i].GetComponent<AudioSource>();
}
}
private void Update()
{
if (CanHearSound())
{
Debug.Log("Heard sound!");
onSoundHeard.Invoke();
}
}
private bool CanHearSound()
{
if (soundSources == null || soundSources.Length == 0)
{
return false; // No sound sources assigned, cannot hear anything
}
foreach (var soundSourceAudio in soundSourceAudios)
{
if (soundSourceAudio == null)
{
continue; // Skip null audio sources
}
if (!soundSourceAudio.isPlaying)
{
continue; // Sound source audio is not playing
}
Vector3 directionToSoundSource = soundSourceAudio.transform.position - transform.position;
float angleToSoundSource = Vector3.Angle(transform.forward, directionToSoundSource);
if (directionToSoundSource.magnitude <= hearingDistance && angleToSoundSource <= hearingAngle / 2f)
{
// Sound source is within hearing distance and angle
return true;
}
}
return false;
}
}
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