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--- a/VisualPinball.Unity/Documentation~/creators-guide/manual/manual.md
+++ b/VisualPinball.Unity/Documentation~/creators-guide/manual/manual.md
@@ -6,4 +6,5 @@ This section will document the following:
- Pinball Mechanisms
- Scripting
- Physics
-- Plugins
\ No newline at end of file
+- Plugins
+- Sound
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+++ b/VisualPinball.Unity/Documentation~/creators-guide/manual/sound.md
@@ -0,0 +1,190 @@
+---
+uid: sound
+title: Sound
+description:
+ VPE provides pinball specific sound features on top of Unity's built in audio
+ functions.
+---
+
+# Sound
+
+Unity, the game engine VPE is built on top of, provides many useful audio
+features out of the box. It can import and play several common audio file
+formats, it supports directional audio and surround sound and provides mixing
+and mastering functionality. For a comprehensive overview, refer to the
+[Unity documentation](https://docs.unity3d.com/6000.0/Documentation/Manual/Audio.html).
+On top of this built-in functionality, VPE provides some features specific to
+pinball.
+
+## Preparing Sound Files
+
+Before you can use a sound file in your VPE table, you must import it into
+Unity. This can be as simple as adding a file of a supported type (.aif, .wav,
+.mp3, .ogg) to your project folder, but there are a few things you should
+consider:
+
+### Encoding
+
+No matter what format your file is on disk and no matter what settings you chose
+when exporting it, Unity will transcode and compress your audio file differently
+depending on the platform it runs on. This means you should prioritize audio
+quality over small file size when creating your files. The standard practice
+among Unity developers is to use uncompressed .wav files to avoid double
+compression and achieve the highest possible quality on any platform.
+
+### Channels
+
+Use a single channel (mono audio) for any spatial sounds. For example, do not
+export the sound effect for your plunger with a louder right channel just
+because the plunger is on the right side of your playfield. Unity can
+dynamically change the volume per channel depending on the locations of the
+listener and the audio source. If you already have mechanical sound effects in
+stereo format, you can mix them down to mono in Unity's import settings. For
+anything that would come out of the speakers in a real pinball machine, such as
+music and callouts, you can use stereo sounds if you want.
+
+### Loudness
+
+All your sound files should have a subjectively similar loudness relative to
+each other so you don't have to mess around with volume sliders in Unity just to
+equalize the volume. Any volume mixing you do in Unity should be done to make
+certain sounds louder than others, not the other way around. The overall
+loudness of your table should also be consistent with other VPE tables and other
+software in general so that players don't have to fiddle around with their
+volume controls every time they open your table.
+
+Unity does not have the ability to normalize the loudness of your audio files,
+but the free audio editing software [Audacity](https://www.audacityteam.org/)
+does:
+
+1. Import your file(s) into Audacity
+2. Press `Ctrl + A` to select all
+3. In the toolbar at the top, select _Effect -> Volume and Compression ->
+ Loudness Normalization..._
+4. Do not change the default settings (-23 LUFS) and click 'Apply'
+5. Press `Ctrl + Shift + E` to export
+
+## Sound Assets
+
+After importing your a sound file into Unity, you get an
+[Audio Clip](https://docs.unity3d.com/6000.0/Documentation/Manual/class-AudioClip.html).
+You could create an
+[Audio Source](https://docs.unity3d.com/6000.0/Documentation/Manual/class-AudioSource.html)
+in your scene and play this clip directly, but VPE allows you to construct
+different types of sound assets out of one or multiple of these audio clips to
+produce variation and customize how the sound is played with pinball in mind.
+VPE differentiates between **sound effects**, **music** and **callouts**.
+
+To create a sound asset, navigate to the folder where you want to create it in
+your Unity project panel, right click, select _Create -> Pinball -> Sound_ and
+choose the type of sound asset you want to create. All sound asset types have
+the following properties:
+
+
+
+- **Description**: You can enter any text here. This field is only for diplay.
+ Use it to describe the sound, when it should be used, how it was recorded, or
+ just leave it blank.
+- **Clips**: A list of audio clips that may be selected for playback. For
+ frequently played sounds, such as that of a bumper, you should provide
+ multiple samples here.
+- **Clip Selection Method**: How VPE decides which clip to choose each time the
+ sound is played.
+ - Round Robin: The clips will be played first to last in a fixed order.
+ - Random: Clips are selected at random.
+- **Audio Mixer Group**: The audio mixer group whose effects and settings will
+ be applied to the sound asset when played. VPE comes with a default audio
+ mixer group for each type of sound asset. This enables the VPE player
+ application to provide global volume settings to end users across all tables.
+ The default audio mixer is also responsible for reducing the volume of sound
+ effects and music whenever a callout plays. Your table will lose these
+ benefits if you use your own audio mixer groups.
+
+### Sound Effects
+
+Sound effects are the most common type of sound asset. You should generally
+choose this type for any sounds other than callouts and music. In addition to
+those described above, sound effect assets have the following properties:
+
+
+
+- **Type**: In a real pinball machine, would this sound come from a mechanism
+ (Mechanical) or from the speakers (Synthetic)? When a mechanical sound effect
+ is played, VPE uses Unity's spatial audio system to position it in the scene
+ according to the object that triggered it.
+- **Loop**: Causes the sound to loop until it is stopped according to table
+ logic. When enabled, additional options for fading in and out are available.
+- **Volume Range** and **Pitch Range**: Two sliders with two control knobs each
+ that indicate a range within which volume and pitch will be randomized each
+ time the sound is played. This is a cheap way to produce variation if only one
+ audio clip is available, but it will not sound as good as multiple samples.
+- **Cooldown**: If the sound effect is triggered again before the specified
+ number of seconds passes, it will not be played. This is to prevent sound
+ effects from playing twice at the same time, for example when the ball hits
+ two drop targets at once.
+
+### Callouts
+
+Callouts are short voice lines that are typically triggered when the player does
+something special, like starting multiball. The reason for the distinction
+between callouts and sound effects is that callouts tend to be much more
+significant to the player than other sounds. As such, their playback is managed
+by a table-wide _Callout Coordinator_ component at the root of the table
+hierarchy that ensures callouts are played one at a time. When triggering a
+callout, you can select a priority. Whenever a callout is triggered while
+another is playing, it will be placed in a queue to be played later. New
+callouts will 'cut in line' in front of any lower priority callouts already in
+the queue. Callouts also have their own audio mixer group that lowers the volume
+of sound effects and music whenever a callout is played. (This is called
+"ducking" in audio technician lingo.)
+
+### Music
+
+Like callouts, music is played indirectly through requests to a table-wide
+_Music Coordinator_ at the root of the table hierarchy. This ensures your table
+never plays multiple tracks at once, so you don't have to worry about that in
+your game logic. Requests to the music coordinator are made with a priority. If
+multiple requests are active at the same time, the one with the highest priority
+will play. If multiple requests have the same priority, the most recent one is
+played. If a new track starts while another is playing, the music coordinator
+will cross-fade between them according to the _Fade Duration_ setting on the
+music coordinator component. Music assets always loop: When an audio clip from a
+music asset finishes, the next clip is chosen according to the clip selection
+method specified in the asset. This allows you to build playlists using music
+assets.
+
+## Playback
+
+
+
+Regardless of which game logic engine you use, VPE provides a few Unity
+components to trigger the playback of sound assets. _Hit Sound_, _Coil Sound_
+and _Switch Sound_ are intended to trigger mechanical sound effects when the
+ball hits something, a coil is energized, or a switch is closed, respectively.
+You can add these components to any game objects that have another component to
+supply the appropriate events. For example, a bumper component supplies all
+three, because bumpers can get hit and have both a coil and a switch. If the
+coil or switch that should trigger the sound is part of a device with other
+coils or switches, you must select it in the drop-down menu on the sound
+component. You can have as many sound components on one object as you want. If
+you expect a sound to be triggered in quick succession, you may be interested in
+the _Multi Play Mode_ setting. It specifies what to do when the sound is still
+playing when it is triggered again. These are the options:
+
+- **Play In Parallel**: Keep playing the previous sound and start another one at
+ the same time.
+- **Do Not Play**: Keep playing the previous sound and don't start another one.
+- **Fade Out Previous**: Fade out the previous sound while starting a new one.
+ If the sound is not a looping sound or its fade out time is zero, this is the
+ same as _Stop Previous_.
+- **Stop Previous**: Immediately stop the previous sound and start a new one.
+
+Any sound that would come out of the speakers in a real pinball machine should
+be driven by your game logic engine, but there is technically nothing stopping
+you from triggering music or a callout when a switch is closed, for example.
+Additionally, VPE provides the _Music Requester_ and _Callout Requester_
+components for testing purposes. These components will trigger callouts and
+music as soon as they are enabled and cancel the request when they are disabled.
+To get some music playing as quickly as possible, simply add a music requester
+component to an enabled object in your table hierarchy and assign a reference to
+the music asset you want to play.
diff --git a/VisualPinball.Unity/Documentation~/creators-guide/toc.yml b/VisualPinball.Unity/Documentation~/creators-guide/toc.yml
index 4633d0244..595be5fe4 100644
--- a/VisualPinball.Unity/Documentation~/creators-guide/toc.yml
+++ b/VisualPinball.Unity/Documentation~/creators-guide/toc.yml
@@ -93,6 +93,8 @@
href: manual/gamelogic-engine.md
- name: Displays
href: manual/displays.md
+ - name: Sound
+ href: manual/sound.md
- name: Pinball Mechanisms
items:
- name: Troughs / Ball Drains