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Open /AudioCore/Core/Map/Example with Show Plugin Content enabled. Press Play, click the viewport, then use WASD and mouse; E/Q move vertically. Follow the cyan central walkway through four galleries. Stop near each sign to read its listening instructions. These are standalone teaching examples built from Audio Core and engine assets.
Stations 01–18 provide three variations for each of six actor features. Stations 19–22 are working Blueprint integration recipes. The twelve included recordings are listed in Third-party audio.
| Station | Example | Try it |
|---|---|---|
| 01 | Profile crossfade | Enter the cyan platform to replace the outdoor music with Dark Forest. Leave to restore the outdoor profile. |
| 02 | Interior acoustics | A 1200 Hz filter and music duck demonstrate a strongly muffled room. |
| 03 | Repeatable discovery | The pizzicato accent plays on entry. Exit completely to re-arm it. |
| 04 | Wind point source | Approach the beacon to hear distance-based wind and music ducking. |
| 05 | Wind spline | Follow the diagonal path; the nearest point on the spline becomes the source position. |
| 06 | Default combat | Approach the enemy marker to start the default profile combat track. |
| 07 | Sphere profile zone | The circular boundary activates guitar music and a fire bed. The profile supplies Aquaria at night. |
| 08 | Warm interior | Compare gentle 6000 Hz filtering, 80% music volume and fire room tone with station 02. |
| 09 | One-time discovery | A sax accent plays once per Play session. Leaving does not re-arm it. |
| 10 | Tight fire source | 500 cm audible radius, 100 cm core, no ducking. Compare against the wind point. |
| 11 | Bent fire spline | Follow the L-shaped path. Its 300 cm range and linear corners contrast with the wind spline. |
| 12 | Enemy-specific track | This enemy supplies Pixel Sprinter, overriding the profile combat track. |
| 13 | Nested zone priorities | The outer zone has priority 10 and guitar music. The center has priority 20 and Aquaria. Step out of the center to restore the outer profile. |
| 14 | Nested interiors | The center priority-20 interior applies heavy 500 Hz filtering and a heartbeat over the gentler priority-10 outer interior. |
| 15 | Timed snapshot discovery | A steel accent applies a heartbeat mix for four seconds. Music is ducked, slowed and muffled; the snapshot then releases automatically. |
| 16 | Wide heartbeat source | 900 cm range, 250 cm core, strong proximity ducking. Approach slowly to compare with station 10. |
| 17 | Closed spline perimeter | A heartbeat follows the rectangular perimeter. Its 200 cm range leaves the center outside the audible radius. |
| 18 | Boss music priority | Two enemy markers compete: boss priority 100 beats grunt priority 10. Approach from the sides to hear each separately. |
| 19 | Blueprint music override | Enter to force guitar music. Exit to clear the override. The normal resolver then selects zone, combat or default music. |
| 20 | Blueprint profile override | Enter to replace music and ambient beds together. Exit to release the profile override. |
| 21 | Blueprint snapshot volume | Enter to apply the heartbeat snapshot. Exit removes that specific snapshot asset, without clearing unrelated snapshots. |
| 22 | Blueprint death and revive | Approach to hear combat. Touch the center to run the death handler and play its stinger. Leave the center to revive the marker. AnyDamage calls the same death handler. |
All recipe assets are under /AudioCore/Examples/Blueprints. Open their Event Graphs. Execution runs left to right; blue sections apply a change, green sections restore it, and amber sections clean up during EndPlay. Pure lookups sit below the execution line. Unused template events are removed.
BP_DemoMusicOverride: ActorBeginOverlap → local-player check → valid Audio Core component → Set Music Override. ActorEndOverlap clears it. An Applied flag limits EndPlay cleanup to actors that actually applied a change.BP_DemoProfileOverride: the same lifecycle, using Set Profile Override and Clear Profile Override. This changes music and ambient beds together.BP_DemoSnapshotVolume: Push Audio Snapshot on entry and Pop Audio Snapshot By Asset on exit/EndPlay. The empty tag is intentional; cleanup uses the exact asset. Use a distinct asset or gameplay tag for independently owned simultaneous effects.BP_DemoDeathRevive: HandleDeath checks Is Active For Audio before Notify Death, preventing repeated demo death signals from replaying the stinger. HandleRevive calls Notify Revived. ActorBeginOverlap/ActorEndOverlap are the showroom harness; Event AnyDamage demonstrates a gameplay entry point.Move the death handler into your base enemy Blueprint and call it when your health system confirms death. The demo treats any damage as lethal solely to keep the example compact. In multiplayer, enable Replicates on the enemy and call Notify Death on the server before destroying it. The example disables automatic destruction-as-death because it explicitly handles death and supports revival. A pooled enemy should call Notify Revived on the server when reused. Use Set Active For Audio(false) for living enemies that leave a fight.
The four trigger recipes address local player index 0 for the listening walkthrough. Audio Core itself filters remote player copies and dedicated-server playback automatically. Keep one Audio Core Player component on your replicated player pawn. The flying demo pawn does not supply production network movement or a damage/health system.
BP_DemoNetworkState is placed once in the example map. Its Shared State references DA_NetworkStates. Open its Event Graph: the blue section sends a private death mix to a specified player; the green section clears it after respawn; the two lower sections apply shared rain/night or clear/day.
TargetPlayerAudio on the example actor.ApplyOwnerDeathState. The graph checks server authority and component validity before sending Client Push Audio State. Other clients keep their own private state.ClearOwnerDeathState. The client Director remembers the state between pawns.StartSharedStorm or RestoreClearDay. Current values replicate to existing and later clients.The sample State Map uses AudioCore.Snapshot.DreamSequence for a private mix that ducks music and forces combat off. Its AudioCore.Snapshot.Underwater entry demonstrates a shared track override. Replace these example tags with your game's registered state tags. Call Push Shared Audio State and Pop Shared Audio State on the Network State actor to test the shared override. Assign sound assets in the State Map, not in gameplay graphs.
For the automated network walkthrough, follow Multiplayer Notes. It tests actual network connections and adds a late-joining client. Stop PIE afterwards to discard test changes.
Manual music/profile overrides have one active slot, not an ownership stack. These example triggers are separated so they do not compete. In a production game, use one coordinator for overlapping scripted owners, or use priority zones/snapshots for layered behavior. Copy the application and cleanup paths together. On teardown, the component validity check allows cleanup to do nothing if the player has already gone away.
Profile day/night variants can be tested by calling Set Time Of Day with 12 and 22. Scaled clock values use decimal hours: 1850 means 18.5 hours (6:30 PM). These demonstrations are not a production character controller.