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  4. Deploying a Meta Asset

Audio Meta Asset

PreviousImage Meta AssetNextStatic 3D Object Meta Asset

Last updated 3 years ago

Please refer to the for specific requirements of the Audio Meta Asset Framework before uploading an asset.

1. Find an audio file that you want to upload.

1.A. (Optional) You may also package the asset in a Unity Asset Bundle

Follow the tutorial on how to package an audio file.

2. Upload it to Arweave

Please check out in order to upload to Arweave.

3. Connect to the Rawrshak Dapp and navigate your way to the Content Contract page

4. Fill in the information about the Asset

Value
Description

Pinata API Key & Secret

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

NSFW

Notifies game developers and users of explicit content. Please mark this correctly.

Audio Asset Data

Value
Description

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.

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.

5. Click Create Asset and wait for the Metadata to propagate

6. Wait for the transaction to process and Verify

This is needed for the metadata to be uploaded to IPFS. Please see the to set this up.

The subtype of the meta asset. Please refer to the page to get more info on which subtype to select. Defaults to square.

Pinata tutorial
Image Assets
Audio Asset
here
this tutorial
26KB
ChallengeAccepted.mp3
HIMYM - Challenge Accepted
Create New Asset
To fill in the information of the Audio file.
Create Audio Meta Asset information
Challenge Accepted audio file was added