What audio property would you add to enemies to create an immersive listening experience for a player sneaking around?

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Adding an Audio Source component to each enemy and setting its spatial blend to 3D enhances the immersive listening experience by positioning the audio in three-dimensional space relative to the player's position. This means that, as the player sneaks around, they will hear sounds from the enemies dynamically change in volume and direction based on their proximity and position, just like in a real-world scenario.

This spatial audio effect allows players to better gauge the relative positions of the enemies and helps them make strategic decisions, such as when to move or hide. The 3D setting ensures that audio is rendered in a way that mimics how sound works in reality, creating a more engaging gameplay experience.

In contrast, an Audio Clip component alone doesn't provide the necessary spatial audio effects. A 2D Sound component applied to the player would not offer the positional cues needed for immersive audio experience, as it does not account for the player's surroundings. Background music, while it can add atmosphere, does not specifically enhance the audio feedback related to enemy positions, which is crucial for sneaking gameplay.

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