Rooms

An acoustic zone is a room as sound hears it. Each region of carved air is a zone. Air brushes that overlap merge into one zone; air brushes that abut stay separate zones joined by their opening. The rule from the carved world holds for sound too: overlap to extend a space, abut to divide one.

A pillared hall is one zone. An L-shaped room built from two overlapping air brushes is one zone. Two rooms either side of a doorway are two.

The Audio section

Select a structural air brush. The inspector shows an Audio section. It does not appear for solid, detail, or several brushes of mixed tiers.

Property What it does Default
Zone type Interior, Exterior or Semi-exterior. Auto makes a room Exterior when it is open to the sky itself, otherwise Interior. See Outdoors. Auto (open to the sky)
Reverb preset How the room rings. Auto picks one from the room's size and textures. Auto (from materials)
Weather exposure For a Semi-exterior room only: 0 fully sheltered, 1 fully open. 0
Exclude from graph Leaves the room out of the audio graph. For spaces the player never enters. off
Ambience The ambient bed heard while standing in the room, by your game's id for it. A dropdown when your game provides the list. empty (silent)
Ambience volume Ambience level in this room, in dB, from -40 to 12. 0

Every air brush of one room shares these values. A value left at its default is not stored, so an improved Auto reaches old maps too.

Note: Changing any of these dates the audio graph. Rebuild it: see The audio graph.

Reverb presets

Auto reads the textures of the room's walls and its volume. It is usually right. Override it where a room should sound unlike what it is built of.

Preset Use for
stone_hall_large, stone_hall_medium halls, churches, large stone rooms
stone_corridor stone passages
stone_chamber_small cells, small stone rooms
wood_room_large, wood_room_small, wood_corridor timber interiors
metal_room, metal_corridor machinery, ducts
outdoor open ground
outdoor_courtyard enclosed yards
cave_large, cave_small natural rock
cloth_room carpets, tapestries, a bedroom
tile_room baths, kitchens
underwater used by water rooms automatically

The presets are deliberately tight. Nothing rings like a cathedral.

Ambience

A room's ambience plays while the listener stands in it: a hum, distant traffic, dripping. It is flat stereo, not placed in the world, and guards do not hear it.

  • Walking into a room with a different ambience crossfades over two seconds.
  • Rooms naming the same ambience share one bed. Walking between them glides to the new room's volume without restarting.
  • A room with no ambience fades to silence.

Water

A room most of whose volume is a water fill is a water zone. It uses the underwater reverb. Its surface blocks most sound in either direction, and what gets through is dull.

  • A pool that abuts its room is its own zone. The opening between them is the surface.
  • A pool that overlaps its room shares one zone with it. The surface still costs what it costs; it just has no opening to show in the tool.

A listener under the surface hears everything muffled.

Placed sounds

Place a positional sound with the env_sound entity from the entity browser (see Entities). It plays from its position and travels through the rooms like any other sound.

Property What it does Default
sound_file Path of the sound, relative to your game's sounds folder. empty
volume Level in dB. 0
max_distance How far the sound carries. Past it, nothing - measured along the route it took, so a reach is a reach through the world rather than through walls. 0 is no limit. The sphere drawn round the selected entity is this. 2000
attenuation_scale Scales what the route's openings and corners cost this sound. 0 ignores them. 1
autoplay Starts when the map loads or the simulation starts. on
loop Loops the sound. on
use_audio_propagation Off plays it where it stands, ignoring walls. on

For rain and wind, use env_sound_environment: see Outdoors.

Audio section of the inspector for a selected air brush, Reverb preset dropdown open
Audio section of the inspector for a selected air brush, Reverb preset dropdown open

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