Difference between revisions of "Documentation/Engine/Sound/Mixer"
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The definition of the sound buses and their routing is very important part of the Master Bank. | The definition of the sound buses and their routing is very important part of the Master Bank. | ||
− | * Bus<br> | + | * Master Bus<Br>The master bus creates the final submix of all buses routed to it before outputting audio to the speaker channels.<br>All buses, return buses, and events not assigned to a group are routed into the master bus. |
− | * Routing<br> | + | * Bus<br>The bus is object which helps to collect specific sounds to groups and centaly control their volume or mute state.<br>Any sound event in the game should be assigned to the corresponding prepared audio bus. |
+ | * Routing<br>Routing the events and buses by the mixer helps to control specific sounds in groups and applying effects (as a reverb) for the whole group of the sounds together. | ||
Current table describes mixer principles in our Master Bank: | Current table describes mixer principles in our Master Bank: |
Revision as of 13:19, 5 March 2020
Audio buses, routing and mixer
The definition of the sound buses and their routing is very important part of the Master Bank.
- Master Bus
The master bus creates the final submix of all buses routed to it before outputting audio to the speaker channels.
All buses, return buses, and events not assigned to a group are routed into the master bus. - Bus
The bus is object which helps to collect specific sounds to groups and centaly control their volume or mute state.
Any sound event in the game should be assigned to the corresponding prepared audio bus. - Routing
Routing the events and buses by the mixer helps to control specific sounds in groups and applying effects (as a reverb) for the whole group of the sounds together.
Current table describes mixer principles in our Master Bank:
Bus | Routing to... | Using for sounds... | Remark |
---|---|---|---|
master | Example | ||
<--- cabin | master | - none - | |
.....<--- interior | cabin | Individual truck interior sounds as for example: air warning, blinkers, sticks, park brake, wipers, windows, seat noise... |
|
.....<--- window_left | cabin | - none - | |
.....<--- window_right | cabin | - none - | |
<--- exterior | master | - none - | |
.....<--- traffic | exterior | Sounds of the traffic system. | |
.....<--- trailer | exterior | Player's trailer sounds. | |
.....<--- truck_effects | exterior | Player's truck effects (air cutoff, air gear, hook, horns, reverse, ...). |
|
.....<--- truck_engine | exterior | Player's truck engine. | |
.....<--- truck_exhaust | exterior | Player's truck exhaust. | |
.....<--- truck_noise | exterior | Player's truck noise (aero noise, suspension noise, ...). |
|
.....<--- world | exterior | Ambient and environmental sounds and effects. Prefab sounds, sounds of animations... |
|
<--- game | master | - none - | |
.....<--- music | game | In-game music (as a 'hurry up' melody). | |
.....<--- navigation | game | Voice navigation output. | |
.....<--- ui | game | Sounds of the user interface (click, mail, reward, camera, ...). |
|
.....<--- ui_music | game | Music for UI (menu, garage, service, ...). | |
.....<--- voiceover | game | Reserved for the future use. | |
<--- radio | master | Output for the in-game radio (user music) player. |