Adding Sound to your Environments
Sourcing and Editing Sound Assets
An introductory guide to gathering and editing sound assets: Sourcing Audio Assets.
Importing Sound Assets
To import a sound file, simply move or copy it under the
SteamVR\tools\steamvr_environments\content\steamtours_addons\<your_addon>\sounds\ directory. If the sounds directory doesn't exist, create it first. The tools will automatically convert any supported file formats into a .vsnd file, which will be visible in the asset browser. The Workshop Tools only support Microsoft PCM .wav and MP3 encoded sound.
sounds\directory may not exist by default. If that is the case, create it and copy the file inside.
To loop sounds the tools rely on .wav cue points (this seems to be a Source 1 legacy issue). The cue points need to be inserted using an third-party application. Note that this does not work for MP3 files. See this page for additional information: Looping a Sound
The simplest way to add ambient sounds to your environment is through Soundscapes.
You can also use Soundevents, which can be set up and triggered through a point_soundevent entity, added to animations or played from scripts.
Your environment may sound more interesting if there are multiple layers of sounds looping, either in 2D or from various locations in 3D space. Layered loops of varying length can mask short repetitive loops to some degree, just make sure the overall sonic experience is not too busy and confusing.
Valve SteamVR Home environments have typically been mixed to be quieter and more subtle than most VR content, in order to provide a space to relax into VR, take a break between games, and to match a focus on exploration, curiosity and social interaction. Test the audio mix of your addon to match existing content to really make it part of the family!