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Audio assets
Use audio for feedback, atmosphere, music, or voice—but always provide a visual or text cue when the sound matters to gameplay. Audio is presentation only: it cannot change physics, score, inventory, saves, or trusted results.
Prepare a file
The first supported format is deliberately small:
.wavwith a matchingaudio/wavtype;- 48 kHz, signed 16-bit PCM;
- mono or stereo;
- 0.1 to 30 seconds;
- at most 5 MB;
- audible without silent, clipped, or extremely quiet samples.
Export a plain PCM WAV. Metadata, extra RIFF chunks, compressed WAV, MP3, Ogg, AAC, arbitrary URLs, and embedded artwork are rejected. An account may keep 20 active audio assets and 25 MB of original audio, with at most 10 immutable versions of one asset.
Upload and review
Open Pieces → My audio. Enter a clear name and a text alternative or short transcript. Check Gameplay-meaningful cue when a player needs the information to understand or play the Rift. Declare whether you created/own the work, it is genuinely CC0/public domain, or you hold a license; keep your source files and license evidence.
The original goes to private quarantine. A resource-limited worker verifies and rebuilds a canonical WAV without metadata. It then waits for manual review. Only an Approved version can attach to a project, enter an immutable published bundle, preview, or play. Rejected, disabled, deleted, processing, and quarantined versions fail closed.
This deployment may say audio upload is unavailable. Public audio uploads stay off until malware scanning, hostile-file tests, moderation coverage, retention/appeal operations, and legal/policy review are ready.
Add an Audio Source
- Select an object and choose Add component → Audio Source.
- Attach the approved asset to the cloud project in My audio.
- Choose it in the object's Clip field.
- Choose a bus: Music, Sound effects, Voice, or Ambience.
- Set volume, maximum distance (
0means global), and simultaneous copies (1–4). - Use loop or start-after-input only when necessary. Players can mute audio or suppress automatic/looping audio.
Playback never starts before the player interacts with the Rift. A client plays at most 16 creator sounds at once and stops each sound at its reviewed 30-second-or-shorter duration.
Control it with RiftScript
RiftScript can control only the approved clip attached to its own object:
text
riftscript 2;
event player_touched {
audio.play();
}Use audio.stop(); to stop that object's active copies. Scripts cannot pass a URL, asset ID, volume, loop count, or duration. See the generated capability reference.
Rights and reports
A rights declaration records your claim; it does not prove ownership. Players can report approved audio for copyright, inappropriate content, privacy, or another concern, and moderators can disable delivery. The report form is not a formal legal notice address. PixelRifts must publish reviewed notice and appeal instructions before creator uploads open publicly.