Sound Studio
User-facing reference for the Sound Studio tool.
Semantic Audio Event Maps
Sound Studio now participates in v0.9.5 semantic Audio Event Map workflows. Supported event families include UI, pickups/doors/chests/rewards, quests, battle/combat, regions, weather, and custom dotted event IDs. Audio playback remains owned by DreamAudio, with variants, cooldowns, bounded concurrency, scoped ambience, BGM delegation, and supported global/2D/3D playback. Project-owned event-map persistence is transactional, and generated WAV handoff/import paths are hardened against overlapping editor I/O.
Sound Studio
Status: Stable
Category: Creation
Use it when: you need SFX, loops, music, or audio feedback.
First task
Generate or select one SFX and assign metadata to a chest/open action.
Inputs
A sound need, action/event, or generated audio preset.
Outputs
Music/SFX output, metadata, or resource assignment.
How it connects
Connects to Generated Asset Browser, Visual Logic, map regions, and UI.
Common mistakes
Assuming metadata assignment guarantees runtime behavior; missing output path; volume too loud.
Validation
Preview audio, validate references, and test the interaction that should play it.
First safe task
- Open the tool from Dreamcatcher.
- Start with one tiny project-owned output.
- Save or apply only one change.
- Run Content Validator or Quick Play before expanding.
Success looks like
The output exists in the expected project location, related references are visible in the Inspector/tool UI, and no validator error points to a missing path or deleted resource.
Common mistake
Stacking several generated outputs or gameplay connections before checking one simple result first.
