4.3 KiB
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
- Audio Component: Add audio component to level
- Sound Cue: Create sound cue for ambient audio
- Placement: Place in level
- 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
- Audio Component: Add to vehicle blueprint
- Engine Sound: Attach engine sound
- Pitch Control: Control pitch based on RPM
- 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
- Audio Component: Add to player/NPC
- Surface Detection: Detect surface type
- Sound Selection: Select appropriate footstep sound
- 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
- Playback: Test all audio plays correctly
- Volume: Test volume levels
- Spatialization: Test 3D audio
- Sync: Test audio sync (if applicable)
Quality Testing
- Quality: Test audio quality
- Levels: Test volume levels
- Mix: Test audio mix
- 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]