# 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]