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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:

  • BGMTracks
  • StartingTrackIndex
  • bAutoPlayBGM
  • bLoopBGM
  • BGMVolume
  • SFXVolume

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.h
  • Source/Rephrased/RuneSystem/Effects/RunePuzzleActor.h
  • Source/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.