Difference between revisions of "Documentation/Engine/Sound/Mixer"
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=== Audio buses, routing and mixer === | === Audio buses, routing and mixer === | ||
− | 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 a very important part of the Master Bank. |
* 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. | * 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. | ||
− | * Bus<br>The bus is object which helps to collect specific sounds to groups and | + | * Bus<br>The bus is an object which helps to collect specific sounds to groups and centrally 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. | * 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. | ||
Latest revision as of 01:38, 11 January 2023
Audio buses, routing and mixer
The definition of the sound buses and their routing is a 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 an object which helps to collect specific sounds to groups and centrally 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 | - none - | Target for the central mixing of all other audio buses. "Master" volume and mute state (from application settings) is applied to the bus. | |
<--- 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 - | |
.....<--- window_out | cabin | - none - | |
<--- outside | master | - none - | The bus should not contents any sounds. It is only technically group to collect all sounds from the outer world. |
...<--- exterior | outside | - none - | The bus should not contents any sounds. It is only technically group to collect all exterior sounds. |
.....<--- 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. (see: Sounds - Truck Engine) |
|
.....<--- truck_exhaust | exterior | Player's truck exhaust. (see: Sounds - Truck Engine) |
|
.....<--- truck_turbo | exterior | Player's truck turbo. (see: Sounds - Truck Engine) |
|
.....<--- truck_noise | exterior | Player's truck noise (aero noise, suspension noise, ...). |
|
.....<--- world | exterior | Prefab sounds, sounds of animations... | |
...<--- unprocessed | outside | - none - | The bus should not contents any sounds. It is only technically group to collect all exterior sounds which are not affected by sound processing (like reverb). |
.....<--- ambient | unprocessed | Ambient and environmental sounds and effects. | |
<--- 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. |