# Audio Engine V2 Usage

**URL:** <https://forum.babylonjs.com/t/audio-engine-v2-usage/56965>\
**Category:** Questions\
**Created:** [March 6, 2025, 5:36pm UTC](https://forum.babylonjs.com/t/audio-engine-v2-usage/56965 "2025-03-06T17:36:01Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![docEdub](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/docedub/32/14525_2.png) [@docEdub](https://forum.babylonjs.com/u/docEdub)\
**Post date:** [March 7, 2025, 12:33am UTC](https://forum.babylonjs.com/t/audio-engine-v2-usage/56965/7 "2025-03-07T00:33:23Z")

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Ya, the new audio engine “V2” went live this week, and [we issued a breaking change notification a few weeks ago](https://forum.babylonjs.com/t/audio-engine-breaking-change-for-babylon-js-8-0/56012) to announce the disabling of the old audio engine by default instead of enabling it by default when the graphics `Engine` is created.

The playground automatically enables the old audio engine when it is used, so no change should be needed for new or existing playgrounds.

In your own code you’ll need to set the `Engine` constructor’s `audioEngine` option to `true` to enable the old audio engine, for example:

```auto
var engine = BABYLON.Engine(canvas, true, { audioEngine: true }, true);

```

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