Files
metaverseDubai/docs/AUDIO_SETUP.md

4.3 KiB

Audio Setup - Dubai Metaverse

Overview

This document describes the audio system setup and integration for the Dubai Metaverse project.

Audio Assets

Ambient Audio

A_AmbientCity

Background city ambience

  • Type: Ambient loop
  • Duration: 2-5 minutes (looped)
  • Content: City sounds, traffic, people, general ambience
  • Usage: Background ambience throughout district

Vehicle Audio

A_VehicleSounds

Vehicle audio collection

  • Engine Sounds: Engine audio for each vehicle
  • Tire Sounds: Tire screech, tire squeal
  • Usage: Attach to vehicles

Footstep Audio

A_Footsteps

Footstep sound collection

  • Surface Types: Concrete, metal, grass, etc.
  • Variations: Multiple variations per surface
  • Usage: Player and NPC footsteps

Music

A_Music

Background music

  • Type: Ambient music
  • Style: Dubai-appropriate, luxury, modern
  • Usage: Background music (optional)

Audio Implementation

Ambient Audio

Setup

  1. Audio Component: Add audio component to level
  2. Sound Cue: Create sound cue for ambient audio
  3. Placement: Place in level
  4. Settings: Configure volume, looping, spatialization

Settings

  • Volume: 0.3-0.5 (background level)
  • Looping: Enabled
  • Spatialization: 3D spatial audio
  • Attenuation: Distance-based attenuation

Vehicle Audio

Setup

  1. Audio Component: Add to vehicle blueprint
  2. Engine Sound: Attach engine sound
  3. Pitch Control: Control pitch based on RPM
  4. Volume Control: Control volume based on throttle

Implementation

  • Engine Sound: Play engine sound loop
  • Pitch Variation: Vary pitch based on vehicle speed/RPM
  • Volume Variation: Vary volume based on throttle
  • Tire Sounds: Play tire sounds on hard braking/turns

Footstep Audio

Setup

  1. Audio Component: Add to player/NPC
  2. Surface Detection: Detect surface type
  3. Sound Selection: Select appropriate footstep sound
  4. Playback: Play footstep sound on step

Implementation

  • Surface Detection: Use line trace or surface detection
  • Sound Selection: Select sound based on surface
  • Timing: Play on footstep timing
  • Variation: Randomize sound selection

Audio Settings

Volume Levels

  • Master Volume: 1.0 (adjustable by user)
  • Music Volume: 0.5-0.7
  • SFX Volume: 0.7-0.9
  • Ambient Volume: 0.3-0.5
  • Voice Volume: 0.8-1.0 (if dialogue)

Spatial Audio

  • 3D Spatialization: Enable for 3D positioning
  • Attenuation: Distance-based volume falloff
  • Occlusion: Audio occlusion (optional)

Audio Quality

Format

  • Format: WAV or OGG
  • Sample Rate: 44.1kHz or 48kHz
  • Bit Depth: 16-bit or 24-bit
  • Compression: OGG for smaller file size

Quality Standards

  • No Artifacts: Clean audio, no compression artifacts
  • Appropriate Levels: Proper volume levels
  • Consistency: Consistent quality across assets

Integration

With Systems

  • Time of Day: Audio changes with time of day
  • NPCs: NPCs have audio (footsteps, dialogue)
  • Vehicles: Vehicles have audio
  • Interactions: Interactions have audio feedback

Testing

Audio Testing

  1. Playback: Test all audio plays correctly
  2. Volume: Test volume levels
  3. Spatialization: Test 3D audio
  4. Sync: Test audio sync (if applicable)

Quality Testing

  1. Quality: Test audio quality
  2. Levels: Test volume levels
  3. Mix: Test audio mix
  4. Performance: Test performance impact

Troubleshooting

Common Issues

Issue: Audio not playing

  • Solution: Check audio component setup
  • Solution: Verify sound cues are assigned
  • Solution: Check volume settings

Issue: Audio too loud/quiet

  • Solution: Adjust volume levels
  • Solution: Check attenuation settings

Issue: Audio performance issues

  • Solution: Optimize audio settings
  • Solution: Reduce audio complexity
  • Solution: Use audio compression

Documentation

Audio Documentation

Document audio assets:

  • Asset Name: Audio asset name
  • Type: Audio type
  • Usage: Where it's used
  • Settings: Audio settings

Version: 1.0 Last Updated: [Current Date]