Difference between revisions of "Documentation/Engine/Sound/Mixer"

From SCS Modding Wiki
Jump to navigation Jump to search
(Audio buses, routing and mixer)
(Audio buses, routing and mixer)
Line 3: Line 3:
 
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.