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States are a specialty game call that are typically used to make sweeping changes to the gameamp;#39;s audio in reaction to a global event such as the player entering a state of shell-shocked or being above or below water a unique aspect of states is that they can be used to offset object properties in a way that can be applied gradually over a defined amount of time in this example we have a heartbeat sound thatamp;#39;s already been imported as a sound SFX object the loop property of the object has been checked so that itamp;#39;ll play indefinitely weamp;#39;ll use a state to indicate whether the player is dead or alive when the player is alive we want to hear the heartbeat but when the player dies we want the heartbeat to stop but not instantly we want it to gradually fade out when the player spawns and is returned to full health weamp;#39;ll use the state transition to quickly restore the heartbeat because states are a type of game call sent from the game engine weamp;#39;re