Audio

The audio addon makes sound travel through your level the way the rooms allow. A sound in another room is heard from the doorway it reaches you by, quieter and duller for the way it came. Sound never goes through walls.

You do not place sound zones or portals. Every room is a zone and every opening is a portal, derived from the carve. See Rooms and portals.

What you author

Where What Page
Air brush, inspector Audio how a room sounds: zone type, reverb, weather, ambience Rooms
Opening, Audio Portals tool a name, and how much a closed door blocks Doors and openings
Entities env_sound, env_sound_environment sounds placed in the level; rain and wind Rooms, Outdoors
The map the audio graph, built with one button The audio graph

Everything on an air brush defaults to Auto. A level where you touch nothing still sounds right once its graph is built. Override only where Auto is wrong.

What your game defines

Sound types (a footstep, breaking glass), how loud each is, and how far guards hear it are your game's. So are the list of ambience ids and the door entity that closes an opening. This manual covers what Hammerite measures; ask your game's documentation for its vocabulary.

Pages

  • Rooms: the acoustic character of a room, reverb, ambience, water.
  • Doors and openings: openings as sound paths, naming them, closed doors.
  • Outdoors and weather: open sky, covered spaces, rain heard at windows.
  • The audio graph: building it, knowing when it is out of date, the tool and overlays.

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17