Documentation/Engine/Sound/Mixer

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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 - 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_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.