Loop sound at point?

I know how to play a sound at a certain point (PlayClipAtPoint), and I know how to loop a sound (audio.loop = true), but how would one play a sound both looped and at a certain point (and dynamically loaded via script)? The following didn’t work for me as it only played once, presumably because “.loop” is only a property of the AudioSource, but not its clip which I need for playing at a point. Thanks!

AudioSource loopSound = gameObject.AddComponent<AudioSource>();
loopSound.clip = Resources.Load(soundPath) as AudioClip;
loopSound.loop = true;
AudioSource.PlayClipAtPoint(loopSound.clip, transform.position);

Only got a few mins at lunch but I threw a Player onto a new scene. Placed a cube some distance away and put a looping Waterfall sound on it. Reset the waterfalls transform so it’s where the cube is.

Clicked play - 2D sound didn’t make any difference in my headphones which way I faced.

Threw the Spatial sound to 3D and played again. Instantly noticeable as I turned. I could walk past the cube and know which side it was on without seeing it.

Now I didn’t create it from script but it should act the same, you’re only adding components in the script so I’m not sure why you’re getting the results you are.