> For the complete documentation index, see [llms.txt](https://bahnproductions.gitbook.io/bahnproductions-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bahnproductions.gitbook.io/bahnproductions-docs/bahn-productions-ue-plugins/advanced-audio-system/installation-and-setup-guide/project-settings.md).

# Project Settings

The Advanced Audio System plugin registers its configuration under **Project Settings → Plugins → Advanced Audio System**. This is where you assign the Data Asset bank maps that drive audio routing across all systems in the plugin.

Under **Audio Bank Maps**, each property expects a Data Asset derived from its corresponding base class. These maps define how GameplayTags are resolved to Audio Banks at runtime — hover over any field for its tooltip showing the expected base class and mapping behavior.

<figure><img src="/files/SpUrd10GtFUQghllLOZk" alt=""><figcaption></figcaption></figure>

| Setting                           | Base Class                 | Purpose                                                              |
| --------------------------------- | -------------------------- | -------------------------------------------------------------------- |
| Foley Surface Type Audio Bank Map | `AAS_FoleySurfaceBankMap`  | Routes surface tags (Concrete, Grass, etc.) to Foley Audio Banks     |
| Foley Footwear Type Bank Map      | `AAS_FoleyFootwearBankMap` | Routes footwear tags (Boot, Sneaker, etc.) to surface-specific banks |
| Character Type Audio Bank Map     | `AAS_CharacterTypeBankMap` | Routes character types (Hero, Enemy, NPC) to Character Audio Banks   |
| Weapon Type Audio Bank Map        | `AAS_WeaponTypeBankMap`    | Routes weapon types to Weapon Audio Banks                            |
| UI Context Audio Bank Map         | `AAS_UIContextBankMap`     | Routes UI contexts (Menu, Inventory, etc.) to UI Audio Banks         |

These settings are saved to `DefaultGame.ini` and loaded at plugin initialization. Each map is optional — only configure the systems your project uses.
