How to set up sound radius in 2D game?

I’m trying to set up a sound effect that can only be heard when the player is in a certain vicinity of an object. Here’s what I’ve tried so far:

-Changed the Spatial Blend from 2D to 3D.
-Changed the volume rolloff to Linear.
-Set a min and max distance.

When I did this I was unable to hear the sound when entering the radius. Is there another way to do this or am I just doing this wrong?
Thank you!

You don’t need to actually detect the sound, have the object that makes the noise have a script that creates an OverlapCircleAll (or something similar) and then check to see what it hits:

float length = howeverLongYouWantThisToBe;
Collider2D[] soundRadius = Physics2D.OverlapCircleAll(transform.position, length);
            foreach (Collider2D obj in soundRadius)
            {
                if (obj.tag == "WhateverYouAreLookingFor")
                {
                    DoWhateverCodeYouWerePlanning;
                }
            }

You can better customize this further, but this should be a start of what you are actually trying to do, let me know if you need more help.

@LevitateWind
Old question, but figured I’d post a potential answer.

I want to say @pyramidhead01 response seems similar to just using OnTriggerEnter2D with a CircleCollider2D as a trigger.

When OnTriggerEnter2D is called, do what you need to do (set a boolean, play a specific one shot SFX, etc.).

If it’s a looping SFX/music, then use OnTriggerExit2D to pause or change the SFX/music when leaving the CircleCollider2D’s radius.

I’ve never used Physics2D.OverlapCircleAll either, so this is just an assumption or another alternative to doing the same thing as @pyramidhead01 answer.