# loop

> Checks if the audio clip is looping

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.AudioModule

```csharp
public bool loop { get; set; }
```

### Remarks

Return or set whether the audio clip replays after it finishes playing. Disable looping on a playing AudioSource to stop the sound after the end of the current loop. Use the checkbox in the AudioSource component to enable or disable looping without code.

### Examples

```csharp
//Create an empty GameObject and attach this script
//Attach an AudioSource component. (Click on the GameObject, go to its Inspector and click <b>Add Component</b> Button. Go to <b>Audio</b>><b>Audio Source</b>)
//Attach an Audio clip in the AudioClip field of the AudioSource
//Create a Button (<b>Create</b>><b>UI</b>><b>Button</b>) and a Toggle (<b>Create</b>><b>UI</b>><b>Toggle</b>). Attach these in the Inspector of your GameObject.

//This script allows you to toggle the loop of a sound on or off
using UnityEngine;
using UnityEngine.UI;

public class AudioSourceLoop : MonoBehaviour
{
    AudioSource m_AudioSource;

    public Toggle m_Toggle;
    public Button m_Button;

    void Start()
    {
        //Fetch the AudioSource component of the GameObject (make sure there is one in the Inspector)
        m_AudioSource = GetComponent<AudioSource>();
        //Stop the Audio playing
        m_AudioSource.Stop();
        //Call the PlayButton function when you click this Button
        m_Button.onClick.AddListener(PlayButton);
    }

    void Update()
    {
        //Turn the loop on and off depending on the Toggle status
        m_AudioSource.loop = m_Toggle.isOn;
    }

    //This plays the Audio clip when you press the Button
    void PlayButton()
    {
        m_AudioSource.Play();
    }
}
```
