207 lines
4.3 KiB
Markdown
207 lines
4.3 KiB
Markdown
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# Audio Setup - Dubai Metaverse
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## Overview
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This document describes the audio system setup and integration for the Dubai Metaverse project.
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## Audio Assets
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### Ambient Audio
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#### A_AmbientCity
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**Background city ambience**
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- **Type**: Ambient loop
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- **Duration**: 2-5 minutes (looped)
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- **Content**: City sounds, traffic, people, general ambience
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- **Usage**: Background ambience throughout district
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### Vehicle Audio
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#### A_VehicleSounds
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**Vehicle audio collection**
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- **Engine Sounds**: Engine audio for each vehicle
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- **Tire Sounds**: Tire screech, tire squeal
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- **Usage**: Attach to vehicles
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### Footstep Audio
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#### A_Footsteps
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**Footstep sound collection**
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- **Surface Types**: Concrete, metal, grass, etc.
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- **Variations**: Multiple variations per surface
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- **Usage**: Player and NPC footsteps
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### Music
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#### A_Music
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**Background music**
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- **Type**: Ambient music
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- **Style**: Dubai-appropriate, luxury, modern
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- **Usage**: Background music (optional)
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---
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## Audio Implementation
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### Ambient Audio
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#### Setup
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1. **Audio Component**: Add audio component to level
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2. **Sound Cue**: Create sound cue for ambient audio
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3. **Placement**: Place in level
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4. **Settings**: Configure volume, looping, spatialization
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#### Settings
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- **Volume**: 0.3-0.5 (background level)
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- **Looping**: Enabled
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- **Spatialization**: 3D spatial audio
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- **Attenuation**: Distance-based attenuation
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---
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### Vehicle Audio
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#### Setup
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1. **Audio Component**: Add to vehicle blueprint
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2. **Engine Sound**: Attach engine sound
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3. **Pitch Control**: Control pitch based on RPM
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4. **Volume Control**: Control volume based on throttle
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#### Implementation
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- **Engine Sound**: Play engine sound loop
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- **Pitch Variation**: Vary pitch based on vehicle speed/RPM
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- **Volume Variation**: Vary volume based on throttle
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- **Tire Sounds**: Play tire sounds on hard braking/turns
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---
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### Footstep Audio
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#### Setup
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1. **Audio Component**: Add to player/NPC
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2. **Surface Detection**: Detect surface type
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3. **Sound Selection**: Select appropriate footstep sound
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4. **Playback**: Play footstep sound on step
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#### Implementation
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- **Surface Detection**: Use line trace or surface detection
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- **Sound Selection**: Select sound based on surface
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- **Timing**: Play on footstep timing
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- **Variation**: Randomize sound selection
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---
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## Audio Settings
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### Volume Levels
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- **Master Volume**: 1.0 (adjustable by user)
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- **Music Volume**: 0.5-0.7
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- **SFX Volume**: 0.7-0.9
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- **Ambient Volume**: 0.3-0.5
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- **Voice Volume**: 0.8-1.0 (if dialogue)
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### Spatial Audio
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- **3D Spatialization**: Enable for 3D positioning
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- **Attenuation**: Distance-based volume falloff
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- **Occlusion**: Audio occlusion (optional)
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---
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## Audio Quality
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### Format
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- **Format**: WAV or OGG
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- **Sample Rate**: 44.1kHz or 48kHz
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- **Bit Depth**: 16-bit or 24-bit
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- **Compression**: OGG for smaller file size
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### Quality Standards
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- **No Artifacts**: Clean audio, no compression artifacts
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- **Appropriate Levels**: Proper volume levels
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- **Consistency**: Consistent quality across assets
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---
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## Integration
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### With Systems
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- **Time of Day**: Audio changes with time of day
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- **NPCs**: NPCs have audio (footsteps, dialogue)
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- **Vehicles**: Vehicles have audio
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- **Interactions**: Interactions have audio feedback
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---
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## Testing
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### Audio Testing
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1. **Playback**: Test all audio plays correctly
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2. **Volume**: Test volume levels
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3. **Spatialization**: Test 3D audio
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4. **Sync**: Test audio sync (if applicable)
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### Quality Testing
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1. **Quality**: Test audio quality
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2. **Levels**: Test volume levels
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3. **Mix**: Test audio mix
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4. **Performance**: Test performance impact
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---
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## Troubleshooting
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### Common Issues
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**Issue**: Audio not playing
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- **Solution**: Check audio component setup
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- **Solution**: Verify sound cues are assigned
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- **Solution**: Check volume settings
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**Issue**: Audio too loud/quiet
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- **Solution**: Adjust volume levels
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- **Solution**: Check attenuation settings
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**Issue**: Audio performance issues
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- **Solution**: Optimize audio settings
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- **Solution**: Reduce audio complexity
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- **Solution**: Use audio compression
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---
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## Documentation
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### Audio Documentation
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Document audio assets:
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- **Asset Name**: Audio asset name
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- **Type**: Audio type
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- **Usage**: Where it's used
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- **Settings**: Audio settings
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---
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**Version**: 1.0
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**Last Updated**: [Current Date]
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