Audio Meta Asset
Last updated
Last updated
Please refer to the Audio Asset for specific requirements of the Audio Meta Asset Framework before uploading an asset.
Follow the tutorial here on how to package an audio file.
Please check out this tutorial in order to upload to Arweave.
Audio Asset Data
The Audio Meta Asset Framework has some requirements for each type and subtype. If your asset doesn't comply with the framework requirements, it may be unloadable by games.
Games expect the asset to follow the framework in order for them to load it.
To get the Duration in milliseconds, Audio Channel Count, and Sampling Rate in Hz, open a Unity project and select the audio file to view the information. Highlighted in the image below are the duration in seconds (red), audio channel count (blue), and sample rate (green).
Note: Convert the duration to milliseconds and make sure sampling rate is in Hz.
Fill in the Asset Information from the audio information above.
Value | Description |
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Value | Description |
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Pinata API Key & Secret
This is needed for the metadata to be uploaded to IPFS. Please see the Pinata tutorial to set this up.
Name
Name of the meta asset
Description
Description of the meta asset
Image
Image src that will show up on Dapps and other front-ends
Tags
An array of tags categorizing the asset
Max Supply
The maximum instances for this asset that can ever be minted. If left at 0, it will automatically be converted to UINT256_MAX.
Royalty Receiver Address
The ethereum address that royalty fees will be sent to. If this is set to the Zero Address, the asset royalty will fall back to the default Content Contract royalty.
Royalty Rate
The percent royalty the developer will receive when this asset is traded in a marketplace that supports royalty fees.
Type
The Main type of meta asset. In this case, it should be set to Image
Subtype
The subtype of the meta asset. Please refer to the Image Assets page to get more info on which subtype to select. Defaults to square.
NSFW
Notifies game developers and users of explicit content. Please mark this correctly.
Name
Name of the file. If packaged in an asset bundle, name of the audio clip in the asset bundle as shown using the Rawrshak's AssetBundle Window in Unity
Engine
Engine that this file is packaged for. Currently only supports Unity.
Compression
This specifies the compression algorithm used when the audio file was packaged. This information is used by the game engine. For Unity, these values can be PCM, ADPCM, or Compressed. Compressed is the default common value. If the file is directly uploaded instead of packaged by the game engine, set this to RAW.
Audio File URI
The URI to the audio asset bundle or audio file for the specific asset that will be used in-game.
Content Type
File type of the image (we only support wav, mp3, ogg, and aiff files)
Duration (ms)
Duration of the audio clip in milliseconds.
Audio Channel Count
Number of audio channels for the audio clip.
Sampling Rate (Hz)
The sampling rate of audio clip.