π§ Audio & SFX Support in Terra Studio
Terra Studio Pro provides full support for Unity's built-in audio and sound effect (SFX) systems. Developers can use Unity's native tools and APIs without any modifications, enabling seamless integration of sound into games and experiences.
Whether you're adding ambient background audio, triggering 3D spatialized sound effects, or managing dynamic music systems, all Unity SFX capabilities are available in Terra Studio out of the box. The only caveats apply to scripting via T#, where some advanced C# constructs may be limited.
π€ Key Audio Features Fully Supported
β
AudioSource Component
Attach to any GameObject to play audio clips.
Supports looping, volume, pitch, stereo pan
Play on awake, play via script
Control playback: Play, Pause, Stop, UnPause
β
AudioListener
Acts as the point of reference for all 3D spatialized audio.
Usually attached to the player or camera
Only one active AudioListener should exist in a scene at a time
β
3D Spatial Sound
Distance-based attenuation
Doppler effect
Spread and rolloff controls
Stereo panning and spatial blend
β
AudioClip Support
Import .mp3, .wav, .ogg, and .aiff files
Use compressed or uncompressed formats
Load via inspector or dynamically in code
β
AudioMixer
Create snapshots and blend between them
Control group volumes and effects
Route audio through mixer groups for complex setups
β
Reverb Zones & Effects
Use built-in audio filters such as:
Low Pass
High Pass
Reverb
Echo
Distortion
Chorus
β
Triggering Audio via Animation or Events
Add Audio Events to Animation Clips
Trigger sound via scripts using animation or gameplay conditions
β
Audio in UI
Easily add sound feedback to buttons, sliders, and other interactive UI elements
β
Audio via Scripting
Use Unityβs audio scripting APIs to:
Play clips dynamically with
AudioSource.PlayOneShot()
Change clip, volume, or pitch at runtime
Mute or unmute
Transition between audio states
πͺ‘ Usage Notes for Terra Studio
All AudioSource, AudioListener, and AudioClip functionality is supported as-is.
Use the Unity Editor to preview and adjust sounds just like any Unity project.
Animation + sound combinations (e.g., footsteps) are fully supported.
For multiplayer games, network synchronization of audio events may require additional logic using TerraNetBehaviour.
For advanced audio setups, use AudioMixer assets to manage complexity.
πΉ Audio in T# Scripts
While Unityβs audio system is fully supported, ensure your scripting logic in T# follows supported syntax:
Avoid async/await and lambdas if not compatible
Prefer direct
GetComponent(typeof(AudioSource))
instead of genericsAlways check for null before playing audio
.
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