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12 changes: 12 additions & 0 deletions docs/audio/001_Spatialisation/Introduction about Spatialization.md
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  • Pas d'espace dans les nom
  • Les nom des dossiers et fichiers doivent être en camelcase
    La spatialisation est avant l'intro tout cours ?

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title: Introduction about Spatialization
sidebar_position: 1
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# Introduction
The concept of spatialization is the possibility to localize your *character* in a 3D environment.
It let your character localize, and immerse in the 3d space. By embodied the sound source that react with the level design. It let him localize other players.

It use some tools and audio characteristics like raycasting, area 3d, portals, occlusion, reflection, hrtf, binaurilizer, distance, doppler effect and reverb to create a immersive sound environment.

It is a core principle in the immersion for a Fps games.
8 changes: 8 additions & 0 deletions docs/audio/1_Introduction/Documentation/Templates/_startup.md
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pourquoi faire ?

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title: Startup Template
sidebar_position: 4
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# Team Audio Technical Documentation


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title: Documentation Guideline
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# Documentation Guideline

> If you want to use audio or video files, please keep the size the files small enough by using compressed format like mp3.
10 changes: 10 additions & 0 deletions docs/audio/1_Introduction/Files Format.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Files Formats
sidebar_position: 4
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# Files Format

For wwise, we use **.wav 48kHz 24 bit**.
Wwise create .sdk binary files in to godot engine.

8 changes: 8 additions & 0 deletions docs/audio/1_Introduction/Software/wwise.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Wwise
sidebar_position: 10
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# Team Audio Technical Documentation


8 changes: 8 additions & 0 deletions docs/audio/1_Introduction/Worflow.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Workflow
sidebar_position: 3
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# Workflow


24 changes: 24 additions & 0 deletions docs/audio/1_Introduction/intro.md
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title: Introduction
sidebar_position: 1
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# Technical Introduction

> **Projet :** Dying Star
> **Moteur :** Godot
> **Middleware audio :** Wwise
> **Dernière mise à jour :** 2025-17-10
> **Version :** 00.1


### 3C in game design

- **Character** : A human
- **Control**:
- **Camera** : Full Fps View

### 3C in audio
- **Clarity**:
- **Communication**:
- **Coherence**:
82 changes: 82 additions & 0 deletions docs/audio/1_Introduction/soundDesignVison.md
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title: Sound Vision and Sound design direction
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## Games
Our games is a space MMORPG immersive from an full FPS perspective. The game is a 3d games.

It have lot of different gameplay types and sound connect to this gameplay.
- Mining
- Industrial (Refining, Crafting )
- Transport
- Piloting
- ...

You can drive multiple vehicle, and pilot multiple spaceship.
It have an univers of environnement. And lot of dynamic weather condition.

## The Sound Goal

It needs to sound realistic, the first goal is the immersion in the univers.
It need to be satisfying, with a detailed sound. The sound to be as accuractly spatialised. The sound need to have weight.

It need to communicate a clear feedback to the Player.
Exemple: Gravity, Endurance, oxygene, Health, Injury, Impact...

We want to try to don't have sound without air. But the sound conduct through material.

(to hyperealastic?)

## Chosen at this moment

:::note

These choices are a direction, but can be change if the need ask for.
:::

### Technology

- We use Wwise.

- We use raycasting audio (Steam audio or custom) to make possible the immensity of space situation when the standard box procedure doesn't work.
We need to have a binauraliser, and a raycast.
And the sound need to be dynamic with the environment that's partially destructible.

- The VOiP play a big role in the creation of the communication between players in the MMO.

### Sound Design

- The air density influence the sound transmission:
The sound conduction don't work in space. But you still have sound conduction in your body or in the body of you spaceship. A radar can inform the danger.

- The Sound of the silence is the principal ambience in the game:
The real silence doesn't exist. You will always hear sound of the player, the environment, and everything.

- The ambience need to be procedural. As the planet is procedurally generated:
System, Planet, Biome, Place, Props ...
The weather is dynamic. The ambience need to react with the weather.

- For the moment, We limit the number of shoes type to the minimal possible. Ideally 2, maximal 3. Barefeet, MagBoots, CivilShoe

- For the moment, Same for the clothing. The sound won't be particulary different between 2 civil type. We will have Amor Sound, Clothes.

### Music Design

- There is 2 type of Music, Diegetic Music and Non-diegetic Music.
Diegetic Music: Muzak (Shop, Station, ... ) Shop, Fmradio,
Non-diegetic Music: Thematic reactive to the action and the environnement

- The Non-diegetic Music music is here to accentuate some moment, but it won't be here all the time to let you feel the immensity of the univers.

- An adaptive music but still thematic. We don't wan't to fall in the full procedural.
We want to make a space opera. In space opera there is opera. The sound will be cosmopolite, patchwork, and eclectic. We accept all style of music. But the difficulty is to integrate it. The environnement can define the style of music.
> Exemple: In a big city popular place we may hear some rap music.

- The music can be partially omniscient:
> Exemple: If the player is in danger. The music need to accentuate moment. It won't be always here.

### Dialogues
- Language:
The game will be multilingual. The first person that record the voice line, will be the character.
We may have one or more unintelligible language.
9 changes: 9 additions & 0 deletions docs/audio/2000_Glossary/Wwise Database/RTPCDatabase.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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Pas d'espace dans les nom de dossiers/fichiers

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title: RTPC Database
sidebar_position: 51
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# RTPC
The RTPC are in Wwise continuous parameters. It can controls all the other wwise component.

*Here is the list of all RTPC in the project*
10 changes: 10 additions & 0 deletions docs/audio/2000_Glossary/Wwise Database/stateDatabase.md
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  • Les nom des dossiers et fichiers doivent être en camelcase
  • Pas d'espace dans les nom de dossiers/fichiers

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title: State Database
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# State Database

The State are in Wwise globaL parameters. It affect all the game.

*Here is the list of all State in the project*
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title: Switch Database
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# Switch
The Switch are in Wwise named parameters. It affect only the game object.

*Here is the list of all the Switch in the project*
7 changes: 7 additions & 0 deletions docs/audio/2000_Glossary/glossary.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Glossary
sidebar_position: 2000
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# Glossary

36 changes: 36 additions & 0 deletions docs/audio/200_Player/Foley/locomotion/footsteps.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Footstep
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## **Footstep (Definition)**

**Footsteps** are the **sounds produced by a character’s feet** when they move in the game world. They are **dynamic** and vary depending on:

- the **surface material** (dirt, metal, stone, snow, water, etc.)
- the **movement speed** (walk, run, sprint, crouch...)
- the **type of movement** (landing from a jump, sliding, stepping on slopes)
- the **character’s weight and type** (human, robot, alien, creature... )

### Role in Game Audio

Footsteps are important for:
- **Immersion** (making the character feel grounded in the world)
- **Gameplay feedback** (communicating movement speed or stealth)
- **Spatial awareness** (locating NPCs or players around you)
- **Character identity** (heavy/mechanical/organic footsteps)

### Implementation (Summary)
Footsteps are usually triggered by:

- **Animation events / notifies**
- Surface detection systems (raycasts or collision queries)

In **Wwise**, they are often handled using a **Switch Container** driven by a **Surface Type Switch**.

In **Godot**, footsteps can be triggered via:

- Animation notifies
- A linked Wwise event or Godot AudioServer call
- Dynamic surface material lookup

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title: Locomotion
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# Locomotion

The Locomotion is the fact of moving in the game.
It concerns all this actions on the ground:
- Walk, sneak, crouch, crawl, run, sprint, jump, fall, swim, climb stair or ladder, ...

It concerns all this actions in zero gravity:


6 changes: 6 additions & 0 deletions docs/audio/200_Player/Player Statues/health.md
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  • Pas d'espace dans les nom
  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Health
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# Health
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title: Player
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# Player

7 changes: 7 additions & 0 deletions docs/audio/2_Test Environement/EvaBall.md
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  • Pas d'espace dans les nom
  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Eva Ball Stadium
sidebar_position: 2
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# Eva Ball Stadium

18 changes: 18 additions & 0 deletions docs/audio/2_Test Environement/theRabbitHole.md
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title: The Rabbit Hole
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# The Rabbit Hole

The Rabbit Hole is one of the main test environnement of audio development on sandbox, his purpose is to devs the audio and having fun doing it in the same time.

The place have is own identity but allow us to test lot of audio technology.

Lot of material:
- Metal, Concrete, Rock, Rubber, Ceramic, Glass, Water, ...

Lot of geometry and Room size:
- Rounded, Square, Rectangle
- Huge, Middle, Small ...

7 changes: 7 additions & 0 deletions docs/audio/3_Nomenclature/UCS.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: UCS
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Ucs is a nomenclature and tagging system for the audio files.
https://universalcategorysystem.com
13 changes: 13 additions & 0 deletions docs/audio/600_Music/diegeticMusic.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Diegetic Music
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# Diegetic Music

Diegetic Music is the music that take place in the 3D world of the game.
In our case it can be, Muzak (Shop, Station,... ), fmradio, Speaker, Buskers, ...

The music can guide the player. Music can be used as a story-telling tool and help Game Design.
Example : encourage the player to enter a locked room by having a radio playing music inside.

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  • Les nom des dossiers et fichiers doivent être en camelcase

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Empty file.
13 changes: 13 additions & 0 deletions docs/audio/600_Music/nonDiegeticMusic.md
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title: Non-Diegetic Music
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# Non-Diegetic Music

Non-Diegetic Music, is the music that don't act in the 3D world of the game. This type of music is not spatialized. It act as a 2D sound.





36 changes: 36 additions & 0 deletions docs/audio/700_VOiP/VOiP.md
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  • Les nom des dossiers et fichiers doivent être en camelcase

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title: Voice Over IP
sidebar_position: 5
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# VOiP

There is 2 type of VOiP in the game. The Intercom VOiP, and Proximity VOiP.

### Intercom VOiP
- Player to Player, Player to Ship, or Ship to Ship, Player to Base, Ship to Base ...

### Proximity VOiP
- For the Proximity VOiP, we take inspiration from games like lethal Compagny, Peak.

- The localisation of the voices from others speaker, and the environment of this voices need to be as accurate as possible. The sound needs to be dynamically specialized with Steam audio or other Audio Raycast technique.

- The VOiP is affected by the environment, like in space solar flare, of for the player we may hear the environment bleeding in the VOiP.
> Exemple: In a sandstorm, we here trough the com the storm.


### Devices
The sound is broadcasted from different devices, EVA Helmet, Datapad, Vehicles, Ship. It's a spatialised sound. Only the helmet give you a 2d sound for the moment.

Exept if you can buy an in ear monitor in the Futur of the game conception.

# Technical
We mix multiple technology:

1) The sound enter the microphone in Wwise with the audio input after being filtered from all unwanted Noises.
We use a Noisegates, and other noise reduction plugin.
2) The sound is affected by Wwise depending of the environment with creative filtering and we launch sound event mixed with the VOiP.
3) The sound is send to the mumble server
4) .... go to ask to the network documentation service


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