I am running into trouble with the most basic audio set up: My scene is a brand new, empty scene with a default camera + audio listener set up. I've added an audio source with a looping sound near the camera. Audio listener Positioned at 0, 1, -10 Enabled Audio source is Positioned at 0, 0, 0 Audio Clip: Loopable white noise Output: None/Master (New Audio Mixer) (Neither option made a difference.) Mute: Off Bypass Effects: On Bypass Listener Effects: N/A Bypass Reverb Zones: On Play On Awake: On Loop: On Priority: Default (128) Volume of 100% Pitch of 100% Stereo Pan: 0 (No left/right bias) Spacial blend: 100% 2D. Reverb Zone Mix: 0% Doppler Level: 0% Volume Roloff: Log, Range 400-500 Audio Clip Generated white noise Audible when played in the editor by clicking the file in the project view. Windows' audio mixer does not have the editor muted. When clicking on the audio file in the project view, the audio file can be heard in the inspector. Using an Audio Mixer did not make a difference in audability. However, while used, the Audio Mixer displayed activity in the "Master" audio visualization (peaking at -10 dB). All settings on the audio mixer are set to their defaults. This is probably the least complicated scenario to troubleshoot audio with, yet the only way I can hear audio is through the editor's audio inspection when clicking on a audio file. I'm kinda baffled, help would be appreciated. I've recently moved onto Unity 2019 after working in Unity 5.6. If a new feature was introduced which broke the previous audio workflow, I'm not aware of it.