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Audio assets: concepts

 Clip (sound buffer): a single digital sound asset with its own
local timeline (p.e. a block containing audio from a mp3 file).
 Sound cue: information of audio clips plus metadata that
describes how they should be processed and played. Cues
are usually the primary means by which the game can
request sounds to be played.
 Examples: collect up a set of raw sounds, from which a random selection
can be made, for the sake of variety, or play them in a predefined
sequence. Specify whether the sound(s) it encapsulates represent a one-
shot sound or a looping sound. Fall-off tail sound to play when the main
sound ceases. Special effects, filtering or equalization that should be
applied when the sound is played...
 Sound banks: sets of sound clips and cues to organize the
whole set of sounds. This allows loading the sounds when
necessary and manage them properly.
 Examples: load level 1 sounds in memory but not level 2.
 Streaming sounds: load sounds in a temporal buffer and
play them seamlessly. It is loaded as it is played. Low
memory requirement.

Sistemas de audio interactivo, 2022-23 3. Audio engines. 7


Audio assets management

 (Usually) audio assets are shared between different


groups in a project (p.e. sound designers, programmers).
 Need for proper identification and compatible formats.
 Audio assets list should contain at least the following
metadata information (ID and cues):
 the name of the sound broken out by type (music, sound effect,
or voice-over);
 a file name that follows a standardized file naming convention;
 a description of the function of the sound (e.g., car sounds or
dialogue);
 an indication of whether the sound is looping or a one-shot (play
once) trigger.
 Need for an asset database management system.

Sistemas de audio interactivo, 2022-23 3. Audio engines. 8

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