Assuming you've watched The Interactivity section on the support docs, you're ready to start editing your audio file. This means you've added a node to the timeline, and created a audio file on the timeline. This also means you have uploaded an audio file to the asset section of the CMS.
If you've done this, you can right click the audio file on your timeline, and click edit. First thing you want to do is select your audio file on the right where it says "select assets" from your list of uploaded assets. Any audio file added to a timeline can be a variety of formats and triggered with a few different options.
To start, your "Trigger Type" on the top right is set to Automatic, meaning it will begin playing your audio file at the "Start time" on the top left. Your duration will automatically be set to the length of the audio clip selected. You can change the duration as you see fit. The audio transitions will be set to none, and your volume will exist at 100%. You can adjust both of those freely as you see fit. The type of audio will be set as standard, meaning it will play your file in its existing 2d audio format with no positional effects.
Any type of audio can be triggered by a hotspot, which we will cover in a second. First, let's cover the types of audio our system takes.
"Standard" audio, as discussed, results in 2D audio with no positional effects.
"Point" audio creates positional audio that is played at a point in 3D space (values are in meters, 1 = 1 meter). It follows the same hotspot based coordinate system used earlier. You'll be giving the option to open the preview editor, where you can place your audio file anywhere in the scene. Your audio file will now sound like it's coming from this exact location to your user as they move their head. You can use the point audio option to easily add spatial audio to your content even if you only have mono and stereo audio tracks.
The next type is "Ambisonics B-Format": this option allows you to add any audio recorded using the Ambisonics B-Format, which is a full sphere surround sound technique.
Finally we have EPP (Equal Power Panning), which places audio within a 360° plane around the user. The rotation is in counterclockwise position. i.e. 90° = to the left. if you add 4 of these at a 90 degree, 180, 270, and 360, the system will pan between them all as a user rotates his head.
Once you have your audio type selected, you can choose how you want your audio to be triggered. An automatic trigger type will start your audio file at the start time. A hotspot will operate the same way as with video. Place your file in the scene using the X,Y, and Z axis, and a user can trigger it to have it play.
You can add some extra layers of interaction to your trigger using a advanced hotspot. This will give you three new options. The first of which is "Volume Only". You want to use this option when you want your hotspot based audio to begin playing at the start time on the top left, instead of based on when a user looks at it. Your user won't be able to hear the audio file though unless they are looking at the hotspot. Imagine this for a story where can hear someone's thoughts by looking at them, but you want that thought to be playing and continue playing whether a user is watching that character at the moment or not.
Next is "Stop on gaze out". This option makes it so an audio file will stop playing when a user looks away from the area the hotspot covers, allowing you to turn audio off when it's not relevant to where a user is looking.
Finally we have times triggerable. This determines how many times a user can look at a hotspot after looking away to trigger the audio file again. In this case, setting it to zero, means infinite, allowing a user to trigger the audio file every time they look at it. Incase you want to do something like playing the drums.
Standard: results in 2D audio with no positional effects.
Point: creates positional audio that is played at a point in 3D space (values are in meters, 1 = 1 meter). Coordinate system conforms to the following diagram:
You can use the point audio option to easily add spatial audio to your content even if you only have mono and stereo audio tracks.
EPP (Equal Power Panning): places audio within a 360° of the user. The rotation is in counterclockwise position. i.e. 90° = to the left.
Ambisonics B-Format: this option allows you to add any audio recorded using the Ambisonics B-Format, which is a full sphere surround sound technique.
Start Time: is the time into the node at which the audio clip becomes active and plays.
Duration: the length of the audio asset as it plays, setting a shorter duration will cut the audio off early. A 0 duration implies the length of the asset.
Audio Transition: determines whether or not the audio fades in / fades out in seconds. (i.e. .5 = over half a second).
Volume: a percent of how loud the audio will be based on it's original dB levels.