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Audio & Haptics ​

Actions for sound and touch. (For how actions are added and ordered, see Actions.)

Two kinds of audio: Ambient vs. Play Audio ​

Scenery gives you two distinct tools for sound, each suited to a different job:

  • Ambient audio (Set / Toggle Ambient Audio) is the scene-wide background bed – music, or a narrator that guides the whole experience. It lives independently of any object.
  • Play Audio plays a sound emitted from a specific object (e.g. a plane's engine), tied to that object.

Choose by what the sound is: background music or narration → Ambient audio; a sound that belongs to an object → Play Audio.

Set Ambient Audio ​

Sets the background audio bed for the scene.

Options

  • Audio – the audio file to play.
  • Play instantly – start immediately, or wait to be started.
  • Fade duration – fade-in length.
  • Volume – overall level, handy for balancing against other sounds without leaving the editor.

The Set Ambient Audio action – the audio file, Plays Instantly, Fade Duration, and Audio VolumeThe Set Ambient Audio action.

Toggle Ambient Audio ​

Turns the ambient bed on or off – set to Automatically, Enable playback, or Disable playback.

Duck the music near an object

Pair this with a Distance Field trigger: disable the ambient bed when the user comes close to a talking object, and enable it again when they leave.

Play Audio ​

Plays a sound emitted from an object.

Options

  • Audio – upload a file, or pick an Integrated Asset (built-in presets for AR scavenger-hunt moments: checkpoint reached, object collected/found, modifier unlocked).
  • Audio mode – how the sound sits in space:
    • Spatial – fully 3D: the sound comes from the object's location, pans as the listener turns, and grows louder as they move closer. The usual choice for an object's sound. Use a mono source so it spatializes cleanly.
    • Non-spatial – flat: it plays the same wherever the listener stands or faces, like a 2D sound effect. (Still attached to the object, unlike the scene-wide Set Ambient Audio.)
    • Ambient – in between: it pans left and right with the listener's facing direction, but doesn't get louder or quieter with distance.
  • Volume – level.
  • Loop – repeat or play once.

The Play Audio action with its audio mode menu – Spatial, Non-spatial, AmbientThe Play Audio action and its Audio Mode menu.

Spatial = directional panning plus distance attenuation; Ambient = directional panning only; Non-spatial = no spatialization.

Object sounds can also live on the object

If a sound is really a permanent sound effect for a model, you can attach it in the model's Properties (audio & haptics) instead of via an action, with the same mode and volume controls.

Fade Audio ​

Fades an object's audio up or down to a target level.

Options

  • Target Object, Volume (0–200), Fade duration.

Seek Audio ​

Jumps an object's audio to a specific timestamp (hours / minutes / seconds) – useful for jumping between sections of one longer file based on what the user does.

Stop Audio ​

Stops the audio on an object, with an optional fade duration.

Emit Haptic Feedback ​

Plays a haptic (a touch / vibration pattern) – a small detail that makes interactions feel more tangible.

Options

  • Custom asset – upload an AHAP haptic file (created in external tooling; also covered under a model's audio & haptics properties).
  • Integrated asset – built-in patterns: impact Light, Medium, Heavy, Soft, Rigid, and a selection of others.

The Emit Haptic Feedback action – an integrated asset with a preset patternThe Emit Haptic Feedback action.

Set Ambient Audio is scene-wide and object-independent; Play Audio is object-emitted with a spatial / non-spatial / ambient input mode.