Audio type | File type | Loudness and Duration | Usage | Notes |
---|---|---|---|---|
Mono | Mono 48kHz, 24-bit, .wav | -18 LUFS Maximum Peak Value: <= -1.0dBTP | Sounds effects tied to a location in the world. | Avoid including reverb or spatialization pre-baked into asset files unless for expression/flavor |
Ambisonic | First-Order Ambisonic (FOA), 48kHz, 24-bit, .wav Looping | -40 to -30 LUFS Duration: ~30 seconds | Ambience or general four-channel first-order ambisonic | Ambisonic content should not contain too much broadband noise, which may conflict with spatialized emitters. |
Stereo | Stereo 48kHz, 24-bit, .wav Looping | -14 to -12 LUFS Maximum Peak Value: <= -1.5dB Duration: 90–120 seconds | Headset-locked content, no spatialization. E.g. Music. | Avoid including lyrics in your music. Music provided by third-party sources may need to be edited into loops by the development team. |
Audio type | File type | Loudness and Duration | Usage | Notes | |
---|---|---|---|---|---|
Mono | 48k sampling rate Channels: 1 No bitrate restrictions | -18 LUFS Maximum Peak Value: <= -1.0dBTP | Sounds effects tied to a location in the world. | Avoid including reverb or spatialization pre-baked into asset files unless for expression/flavor | |
Ambisonic | First-Order Ambisonic (FOA) 48k sampling rate Channels: 4 No bitrate restrictions Looping | -40 to -30 LUFS Duration: ~30 seconds | Ambience or general four-channel first-order ambisonic | Ambisonic content should not contain too much broadband noise, which may conflict with spatialized emitters. | |
Stereo | 48k sampling rate Channels: 2 No bitrate restrictions Looping | -14 to -12 LUFS Maximum Peak Value: <= -1.5dB Duration: 90–120 seconds | Headset-locked content, no spatialization. E.g. Music. | Avoid including lyrics in your music. Music provided by third-party sources may need to be edited into loops by the development team. |
Audio
.Property | Description |
---|---|
Preview | Use the Play and Stop buttons to preview how the sound asset is presented in the world. Make adjustments to the playback properties of the asset and then retest playing. |
Play on Start | When enabled, the sound asset is played when the world starts. If Play on Start is disabled, you must manage the playback of this ambient asset through TypeScript. |
Loop | When enabled, the sound asset is played repeatedly. |
Volume | Set the volume of asset playback on a scale from 0 to 1 . |
Volume randomness | Sets the randomness of volume around the current Volume setting as the midpoint of the range. Range is 0.00 to 1.00 . Example: Setting to 1.00 means that actual volume in Volume +/- 6db , which is an internal limit on randomness. |
Pitch | You can pitch the general playback of the sound up (positive values) and down (negative values). The pitch is on a scale of -24 and 24 semitones, which is manipulated by changing the speed. 12 semitones -> 1 Octave → 2x speed |
Pitch randomness | Sets the total range in semitones. Example: Setting this value to 4.00 means that the pitch value is selected at random in the range from (Pitch - 2 semitones) to (Pitch + 2 semitones). |
Global | When enabled, the asset is played back without any falloff due to distance. |
Minimum Distance | When Global is disabled, set the minimum distance that a player must be from the sound asset in order to trigger playback. Minimize the minimum and maximum distance values, where possible. |
Maximum Distance | When Global is disabled, set the maximum distance that a player must be from the sound asset in order to trigger playback. Minimize the minimum and maximum distance values, where possible. Minimum and maximum distance are three-dimensional vector distances. |
Low-pass cutoff | Frequency in hertz that defines the low-pass cutoff, which accentuates sounds below this frequency and attenuates sounds above it. Default is 20000 hertz. |
Send Audio Complete | When enabled, an event is sent to all subscribers to indicate when the sound playback is complete. For ambient music, do not enable this option. |