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[Home](./index.md) &gt; [server](./server.md) &gt; [AudioManager](./server.audiomanager.md)

## AudioManager class

Manages audio instances in a world.

When to use: querying or bulk-controlling audio in a specific world. Do NOT use for: individual playback configuration; use `Audio` instances.

**Signature:**

```typescript
export default class AudioManager 
```

## Remarks

The AudioManager is created internally per `World` instance. Audio is loaded on first `Audio.play`<!-- -->; this manager tracks loaded instances. Pattern: call `AudioManager.unregisterEntityAttachedAudios` when despawning entities with positional audio.

The constructor for this class is marked as internal. Third-party code should not call the constructor directly or create subclasses that extend the `AudioManager` class.

## Example


```typescript
// Stop all audio in the world
const audioManager = world.audioManager;
audioManager.getAllAudios().forEach(audio => audio.pause());
```
\*\*Category:\*\* Audio

## Properties

<table><thead><tr><th>

Property


</th><th>

Modifiers


</th><th>

Type


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[world](./server.audiomanager.world.md)


</td><td>

`readonly`


</td><td>

[World](./server.world.md)


</td><td>

The world the audio manager is for.

\*\*Category:\*\* Audio


</td></tr>
</tbody></table>

## Methods

<table><thead><tr><th>

Method


</th><th>

Modifiers


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[getAllAudios()](./server.audiomanager.getallaudios.md)


</td><td>


</td><td>

Retrieves all loaded audio instances for the world.


</td></tr>
<tr><td>

[getAllEntityAttachedAudios(entity)](./server.audiomanager.getallentityattachedaudios.md)


</td><td>


</td><td>

Retrieves all loaded audio instances attached to a specific entity.

Use for: cleanup when despawning an entity with positional audio.


</td></tr>
<tr><td>

[getAllLoopedAudios()](./server.audiomanager.getallloopedaudios.md)


</td><td>


</td><td>

Retrieves all looped audio instances for the world.


</td></tr>
<tr><td>

[getAllOneshotAudios()](./server.audiomanager.getalloneshotaudios.md)


</td><td>


</td><td>

Retrieves all oneshot (non-looped) audio instances for the world.


</td></tr>
<tr><td>

[unregisterAudio(audio)](./server.audiomanager.unregisteraudio.md)


</td><td>


</td><td>

Unregisters and stops an audio instance from the audio manager.

Use for: explicit cleanup of one-shot or temporary sounds. Do NOT use for: pausing/resuming; use `Audio.pause` or `Audio.play` instead.


</td></tr>
<tr><td>

[unregisterEntityAttachedAudios(entity)](./server.audiomanager.unregisterentityattachedaudios.md)


</td><td>


</td><td>

Unregisters and stops all audio instances attached to a specific entity.

Use for: entity despawn or cleanup scenarios.


</td></tr>
</tbody></table>
