Audio¶
Audio is split between level music and rune and puzzle sound, which is authored in Wwise.
AAudioManager¶
A level-placed actor owns background music and volume controls.
Key fields:
BGMTracksStartingTrackIndexbAutoPlayBGMbLoopBGMBGMVolumeSFXVolume
It supports play/stop/pause/resume, playlist navigation, and timed crossfade.
Rune audio¶
Rune and puzzle sound is authored in Wwise and hooked to these moments:
- candidate and pending feedback
- exact drawing match
- grammar rejection
- command orb start/contact/finish
- a puzzle's performances, such as a repair sequence or a door swing
- a puzzle's state change
Keep state semantics in the noun rules and let the puzzle's presentation choose the sound.
Authoring rule¶
- Rune and puzzle sound: Wwise events on the command and puzzle moments above.
- Level music:
AAudioManager. - Shared input/UI sound: UI asset or controller owned by that UI.
Source files¶
Source/Rephrased/AudioManager.hSource/Rephrased/RuneSystem/Effects/RunePuzzleActor.hSource/Rephrased/RuneSystem/Behaviors/
Change history¶
- 2026-09-29 — Gabriel Li — Rune and puzzle sound is authored in Wwise (CORE-009).
- 2026-09-17 — Gabriel Li — Updated audio ownership for activation sounds, command feedback, and puzzle actor presentation.
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.