> For the complete documentation index, see [llms.txt](https://tobar-io.gitbook.io/thock/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://tobar-io.gitbook.io/thock/about/quick-start.md).

# Quick Start

#### Setup

1. Import the Thock asset into your Unity project.
2. Add the [`Thock` ](/thock/documentation/thock.md)component to the GameObject where you want to handle the sound playing. Just use the Component menu or drag and drop the Thock prefab into the scene.

#### Configuration

1. In the [`Thock` ](/thock/documentation/thock.md)component, assign a [`SoundPack_SO` ](#soundpack_so)to the `soundPack` field. This is where you define what sound file to use and what keys trigger what sounds.
2. If you want to use fallback keys (keys that play a random sound when pressed), set `useFallbackKeys` to `true`.
3. Use the `onKey` event to define custom behavior when a key is pressed and a sound is played.

#### SoundPack\_SO

The `SoundPack_SO` is a ScriptableObject where you define the sound file to use and the mapping of keys to sounds. Each key is associated with a `Vector2Int`, where the `x` value is the position in the sound file (in milliseconds) and the `y` value is the length of the sound (in milliseconds).

#### Generate New Sound Pack

You can generate a new `SoundPack_SO` directly from the Unity Editor. In the `Thock` component, enter the name of the new sound pack in the `New Asset Name` field and click the `Generate New Sound Pack` button. The new `SoundPack_SO` will be created in the `SoundPacks` directory.

### Custom Editor

Thock comes with a custom editor that allows you to easily generate new sound packs and set up your key mappings. The custom editor is automatically used when you select a GameObject with the `Thock` component in the Unity Editor.
