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🔊 Audio System Update — v3 (Voice Zones, World Audio & Microphones)
We’ve expanded the audio system again — v3 introduces world audio layering, speaker boost zones, and interactive microphones, while keeping all existing systems fully compatible.
This update does not replace previous features.
It adds new tools that work alongside Voice Dampening Areas and Voice Zones.
🧱 What Stayed the Same — Voice Dampening Areas
The original Voice Dampening Areas are still fully supported and unchanged.
These are ideal for:
softening voices through walls
reducing bleed between nearby spaces
creating distance-based muffling
subtle audio separation without hard cutoffs
If you’re already using dampening areas, no changes are required.
🔒 Voice Zones — Hard Audio Separation
Voice Zones remain the core of the system for strict audio isolation.
With Voice Zones:
Players inside the same zone hear each other normally
Players in different zones cannot hear each other at all
This works even if players are physically close
Ideal for:
clubs with multiple rooms
private booths
staff-only areas
parallel conversations
event spaces where audio bleed is undesirable
🔊 NEW in v3 — World Audio Layering
v3 adds World Audio Layering, allowing music and ambient sounds to follow the same zone logic as player voices.
With World Audio Layering:
World AudioSources can be assigned to specific voice layers
Players only hear the world audio that belongs to their current zone
The same audio can play at different volumes per zone
Optional smooth fades when transitioning between zones
This makes it easy to build:
clubs with multiple music rooms
quiet hallways vs loud dance floors
ambient soundscapes per space
seamless transitions between audio environments
📢 NEW in v3 — Boost Zones (Speaker Enhancement)
Boost Zones allow you to enhance a speaker’s voice when they stand in a specific area.
When a player is inside a Boost Zone:
Their voice can be louder
Their voice can carry farther
The boost applies to all listeners in the same voice layer
Perfect for:
stages
presentation areas
DJ booths
podiums
focus zones inside a room
Boost Zones layer cleanly on top of Voice Zones and Dampening Areas.
🎤 NEW in v3 — Interactive Microphones
v3 introduces pickup-based microphones that boost a speaker’s voice while in use.
Microphone behavior:
Pick up the mic and hold Use → voice is boosted
Release Use or drop the mic → voice returns to normal
Boost applies only to listeners in the same voice layer
Optional visual indicator while the mic is active
Great for:
events and announcements
performances
roleplay scenarios
guided tours
Microphones work independently of zones and can optionally override zone-based boosts.
⚙️ How It All Works (High Level)
Zones define where players are
Layers define who can hear who
Profiles define how voices sound
World Audio Emitters control music and ambient sound per zone
All logic is evaluated locally per player
No triggers.
No per-player networking.
No state syncing beyond simple flags.
The result is a system that is:
multiplayer-safe
deterministic
lightweight
predictable
scalable for complex worlds
🧩 Designed to Work Together
All systems are modular and can be mixed freely:
Voice Zones for hard separation
Dampening Areas for soft occlusion
Boost Zones for emphasis
Microphones for active speaking
World Audio Layering for environmental sound
Use only what you need — or combine everything for advanced audio design.
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