Audio
Give clear, timely direction to prototype viewers or add an extra level of immersion to your prototype.
Using Audio objects
There are two ways to can add Audio object to a scene. Once added, Audio objects are identified in a scene by the purple speaker icon.
Adding Audio objects from the Objects menu
Adding Audio objects from the Objects menu
Importing Audio files
Importing Audio files
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Drag and drop Audio files into the Editor scene
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The Audio track will automatically upload and be assigned to an Audio object
Audio objects dropped into a scene are not spatial by default. To make them spatial, go to the Audio section in the Properties Panel and check the ‘Spatial’ checkbox.
Changing an Audio track
Changing an Audio track
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Select the Audio object in the Hierarchy or in the scene
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Go to the Audio section in the Properties Panel
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Click on the name of the Audio track you want to change
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To upload a custom Audio file, select the + icon in the dropdown
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To use an Audio track from the Bezi Library, click the ‘This File’ dropdown and select ‘Bezi Library’
Supported Audio formats
Supported Audio formats
The Editor currently supports MP3 and WAV formats.
Maximum Audio file size
Maximum Audio file size
The maximum supported size of an Audio file is 5MB.
Spatial Audio
Spatial Audio is makes prototypes feel more immersive. Dictate where in a scene an Audio object is heard from, how much space the Audio takes up, and how the Audio track decays with distance.
To transform an Audio object into a Spatial Audio object, follow these steps:
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Select the desired Audio object in the scene or Hierarchy
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Go to the Audio section in the Properties Panel
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Check the Spatial checkbox
Audio object properties
Audio property controls
Audio property controls
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Select Audio Track
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Preview Audio
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Playback Modes
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Playback Types
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Audio Volume
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Toggle Spatial Audio
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Spatial Audio Range
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Spatial Audio Decay
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Decay Modes
All Audio object properties are managed in the Audio section of the Properties Panel.
Playback mode
Playback mode
Control how a sound behaves on any given state. All Audio tracks are set to Stopped by default, so it’s important to review playback modes for each track before testing a prototype.
Playing: the Audio track will automatically play on the specified state.
Paused: the Audio track will not play, but will resume at a later time.
Stopped: the Audio track will not automatically play.
Playback type
Playback type
Control how many times an Audio track plays in a prototype.
Play Once means the Audio track will play all the way through one time. After that it will stop and reset.
Loop means the Audio track will loop until explicitly told to stop using a playback mode.
Volume
Volume
Control the volume of a specific Audio object. Adjusting volume does not affect the volume of the entire scene.
Sound range (Spatial Audio only)
Sound range (Spatial Audio only)
Control the radius of the Audio object at its full volume. If the viewer is outside of the set radius, the Audio volume will start to decay.
Only Spatial Audio objects can be customized using sound range properties.
Decay (Spatial Audio only)
Decay (Spatial Audio only)
Control the distance (in meters) it takes for the Audio to go from 100% volume to 0% volume as the viewer approaches and moves away from the Spatial Audio object.
Only Spatial Audio objects can be customized using decay properties.
Decay mode (Spatial Audio only)
Decay mode (Spatial Audio only)
Control if the decay parameter falls of linearly (at a constant rate) or logarithmically (on a curve).
Only Spatial Audio objects can be customized using decay mode properties.