> For the complete documentation index, see [llms.txt](https://rigonix3d.gitbook.io/rigonix3d-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rigonix3d.gitbook.io/rigonix3d-docs/documentation/the-modules/audio-module.md).

# Audio Module

Categorised character audio — actions, vitals, ragdoll impacts, interactions.

## Inspector reference

### Master Settings

| Field                    | Type        | Default | What it does                                   |
| ------------------------ | ----------- | ------- | ---------------------------------------------- |
| **Master Sound Enabled** | bool        | `true`  | Global toggle — if off, no sound plays at all. |
| **Master Volume**        | float `0-1` | `1.0`   | Scales every category.                         |

### Action Audio

| Field                    | Type        | Default | What it does                 |
| ------------------------ | ----------- | ------- | ---------------------------- |
| **Enable Action Audio**  | bool        | `true`  | Toggle for action sounds.    |
| **Action Volume**        | float `0-1` | `0.6`   | Volume for this category.    |
| **Jump Voice**           | AudioClip   | —       | Played on jump.              |
| **Land Sound**           | AudioClip   | —       | Played on landing.           |
| **Roll Sound**           | AudioClip   | —       | Played on roll.              |
| **Slide Sound**          | AudioClip   | —       | Played on slide.             |
| **Prone Movement Sound** | AudioClip   | —       | Looped while crawling prone. |
| **Teleport Sound**       | AudioClip   | —       | Played on blink/teleport.    |

### Vitals Audio

| Field                   | Type        | Default | What it does               |
| ----------------------- | ----------- | ------- | -------------------------- |
| **Enable Vitals Audio** | bool        | `true`  | Toggle for vitals sounds.  |
| **Vitals Volume**       | float `0-1` | `0.7`   | Volume for this category.  |
| **Hurt Sound**          | AudioClip   | —       | Played when taking damage. |
| **Death Sound**         | AudioClip   | —       | Played on death.           |
| **Heavy Breath Sound**  | AudioClip   | —       | Exhaustion breathing.      |
| **Scared Breath Sound** | AudioClip   | —       | Fear breathing.            |

### Ragdoll & Impact Audio

| Field                     | Type        | Default | What it does                                      |
| ------------------------- | ----------- | ------- | ------------------------------------------------- |
| **Enable Ragdoll Audio**  | bool        | `true`  | Toggle for impact sounds.                         |
| **Ragdoll Volume**        | float `0-1` | `0.8`   | Volume for this category.                         |
| **Bone/impact clips**     | AudioClips  | —       | Played when ragdoll bones hit surfaces.           |
| **Grunt clips**           | AudioClips  | —       | Pain grunts layered onto heavier impacts.         |
| **Min Impact Force**      | float       | `2`     | Minimum collision force to play any impact sound. |
| **Grunt Force Threshold** | float       | `8`     | Force at which grunts start playing.              |
| **Grunt Cooldown**        | float       | `0.8`   | Minimum time between grunts.                      |
| **Bone Impact Cooldown**  | float       | `0.15`  | Minimum time between impacts on the same bone.    |

### Interaction Audio

| Field                        | Type        | Default | What it does                              |
| ---------------------------- | ----------- | ------- | ----------------------------------------- |
| **Enable Interaction Audio** | bool        | `true`  | Toggle for interaction sounds.            |
| **Interaction Volume**       | float `0-1` | `1.0`   | Volume for interactable-triggered sounds. |

***

The **Audio module** centralises the character's sounds so no other module has to touch an `AudioSource`. It lives on the Core and groups audio into categories, each with its own enable flag and volume under a single master.

### Categories

| Category        | Covers                                             |
| --------------- | -------------------------------------------------- |
| **Action**      | Jump, land, roll, slide, dodge.                    |
| **Vitals**      | Hurt and effort vocalisations tied to health.      |
| **Ragdoll**     | Bone impacts and grunts when the body hits things. |
| **Interaction** | Sounds fired by interactables.                     |

Each has `enableXAudio` + `xVolume`, all scaled by `masterVolume` and gated by `masterSoundEnabled`.

### Playing sounds

```csharp
core.audio.PlayJump();
core.audio.PlayLand();
core.audio.PlayRoll();
core.audio.PlaySlide();
core.audio.PlayInteractionSound(clip);
```

### Impact-aware ragdoll audio

Ragdoll audio isn't just one thud. `minImpactForce` gates out tiny taps, `gruntForceThreshold` decides when an impact is hard enough to earn a vocal grunt, and cooldowns (`gruntCooldown`, `boneImpactCooldown`) stop a tumbling body from machine-gunning impact sounds.

{% hint style="info" %}
Surface-specific footstep sounds are handled by the [Footstep system](/rigonix3d-docs/documentation/systems-in-depth/footstep-system.md), which picks clips from a surface profile — the Audio module handles everything *else*.
{% endhint %}


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