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Workflow and Design Tutorial sample pack

Updated: May 7, 2026

Overview

This sample demonstrates the audio-to-haptics design workflow in Meta Haptics Studio, showing how designers convert audio sources into production-ready haptic clips through iterative refinement. The project contains 16 clips organized across three workflow stages, illustrating the complete design process from automatic audio analysis to manually tuned final output.

What you will learn

  • How audio-to-haptics analysis produces initial haptic envelopes from waveform data
  • When and how to manually refine auto-analyzed clips versus using them directly
  • How gain adjustment, keyframe reduction, and silence insertion shape haptic output
  • How different event types (one-shot, loop, dynamic) require different refinement approaches
  • How emphasis markers highlight key tactile moments in a haptic clip

Requirements

For installation and setup instructions, see the Haptics Design Guidelines.

Get started

Download the sample from the repository and open Workflow & Design Tutorial Video.hasp in Meta Haptics Studio. The project loads with all 16 clips and their source audio files organized by workflow stage. This sample accompanies a tutorial video that walks through the design process.

Explore the sample

The sample contains six audio source files processed through three workflow stages, resulting in 16 haptic clips organized by design iteration.

Auto-analyzed clips

Clip nameSource audioPurpose
wind_analysis
wind.wav
Ambient loop baseline
gun_pickup_analysisOnly
gun_pickup.wav
Unprocessed pickup interaction
gun_shot_analysis
gun_shot.wav
Initial weapon fire envelope
gun_reload_analysis
gun_reload.wav
Mechanical action analysis
gun_alt_fire_analysis
gun_altFire.wav
Alternate fire initial output
plane_flyby_analysis
plane_flyby.wav
Dynamic movement event baseline

Manually refined clips

Clip nameSource audioPurpose
gun_pickup_refined
gun_pickup.wav
Edited pickup with adjusted emphasis
gun_shot_refined
gun_shot.wav
Simplified weapon fire envelope
gun_alt_fire_refined
gun_altFire.wav
Tuned alternate fire with keyframe reduction
plane_flyby_refined
plane_flyby.wav
Sculpted dynamic arc

Finalized clips

Clip nameSource audioPurpose
wind
wind.wav
Production ambient loop
gun_alt_fire
gun_altFire.wav
Production alternate fire
gun_reload
gun_reload.wav
Production mechanical action
gun_shot
gun_shot.wav
Production weapon fire
gun_pickup
gun_pickup.wav
Production item interaction
plane_flyby
plane_flyby.wav
Production dynamic movement

Runtime behavior

When you open the project in Haptics Studio, you can preview each clip individually to compare the auto-analyzed, refined, and final versions. The progression shows how manual editing transforms raw amplitude envelopes into intentionally shaped tactile moments. Clips at different stages demonstrate varying keyframe density, gain settings, and emphasis placement.

Key concepts

Audio-driven haptic design workflow

The sample follows a three-stage workflow: audio source to auto-analysis, manual refinement, and finalization. Auto-analysis converts audio waveforms into haptic envelopes automatically, providing a starting point rather than a final product. Not all clips require explicit refinement — wind and gun_reload skip the intermediate refined stage, moving directly from analysis to final output.

Keyframe reduction and envelope simplification

Manual refinement reduces keyframe density to create cleaner haptic shapes. The gun_pickup clip progresses from 46 amplitude keyframes in the analysis stage to 32 in the refined version, simplifying the envelope while preserving essential tactile character.

Gain tuning across design stages

Gain adjustment controls perceived haptic intensity without changing envelope shape. The gun_pickup progression shows gain starting at 4.5 dB in the analysis stage, reducing to 2.5 dB in the refined version, and normalizing to 0 dB in the final output.

Silence as a design tool

Zero-amplitude regions separate distinct haptic moments and create contrast. The refined gun_pickup clip introduces explicit silence gaps between events, cleanly separating individual tactile beats that were continuous in the auto-analyzed output.

Emphasis placement and frequency sculpting

Emphasis markers highlight key tactile moments by combining amplitude spikes with frequency adjustments. The refined clips reposition auto-detected emphasis points and adjust their frequency values to match design intent.

Event type diversity

Different audio event types require different design approaches. Static one-shot events like gun_shot need sharp transients with clean start/stop points. Loop events like wind require seamless continuation. Dynamic events like plane_flyby demand sweeping amplitude and frequency arcs that track movement through space.

Extend the sample

  • Import your own audio sources: Compare automatic analysis output across different waveform types and experiment with refinement techniques on new material.
  • Create a clip from scratch: Design without audio analysis to contrast with the audio-driven workflow and explore manual creative control.
  • Simplify the wind loop: Apply keyframe reduction to observe how simplifying a continuous ambient envelope affects seamless looping and perceived texture.