Outdoors and weather

Each zone is Interior, Exterior or Semi-exterior. The type decides how weather is heard there.

Zone type Weather is heard Set by
Exterior everywhere, at full level Auto, when the room is open to the sky itself
Interior coming in through the way out Auto, for every other room
Semi-exterior between the two, by Weather exposure you: an awning, an archway, a covered market

Set the type in the air brush's Audio section: see Rooms.

Open to the sky is not the same as lit by it

A room is open to the sky when its own walls include sky faces. A room with a window onto a courtyard is not: the rain is at the window, not overhead.

Lighting asks a different question. For the lightmapper, a room that can see the sky through any chain of openings is exterior, so daylight comes in through the window. See Lighting.

So a room with a window is lit as exterior and heard as interior. That is intended. Compare the two answers on the 2D floorplan:

  1. Open the cell overlay dropdown on the toolbar.
  2. Choose Cells: Interior / exterior to see how lighting classifies each room.
  3. Choose Cells: Acoustics to see how sound classifies it.
Acoustics overlay colour Meaning
orange Interior
blue Exterior
green Semi-exterior
grey excluded from the graph
The same small map under the two overlays: a room with a window reads exterior for lighting and interior for acoustics
The same small map under the two overlays: a room with a window reads exterior for lighting and interior for acoustics

Covered spaces

Auto cannot tell a covered space from a closed one. Mark it yourself.

  1. Select the air brush of the archway or awning.
  2. In Audio, set Zone type to Semi-exterior.
  3. Set Weather exposure: 0 is fully sheltered, 1 fully open. Try 0.5 for an open-sided shelter.
  4. Rebuild the audio graph.

Weather

Rain and wind are env_sound_environment entities. Place one anywhere in the map; where it stands does not matter.

Property What it does Default
sound_file Path of the sound, relative to your game's sounds folder. empty
volume Level in dB, as heard outdoors. 0
autoplay Starts when the map loads or the simulation starts. on
loop Loops the sound. on
direction Zero: heard from the way out, as below. Otherwise the direction the sound travels, and it always comes from that side: (0, -1, 0) is thunder overhead. (0, 0, 0)

How it sounds from where the listener stands:

  • Outdoors: all round, at full level.
  • Indoors: from the room's ways out, each opening at its own place and its own level, up to four of them. The nearest is loudest; a room with windows on two sides hears the rain on both sides. It gets quieter and duller the further in the listener is, and a shut door on the way counts against it.
  • Semi-exterior: between the two, by the room's weather exposure.
  • A sealed room with no way out hears almost nothing.

Walking in from the street is a fade, never a step.

Note: Weather needs a built audio graph. Without one it plays 40 dB down everywhere. See The audio graph.

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