Summary:
Introduction to game audio management
1.1 Folder Structure
1.2 Audio Banks
1.3 Bus & Mixers
1.4 Emitter & Listener
1.5 3D Visualization & Attenuation
1.6 Performance & Technical Info
Introduction to game audio management
Hello! My name is Marcel, also known as Pineoak. I'm a musician and sound designer with experience using FMOD and game engines such as Unity, Godot, Ren'Py, and more. I've worked on Adventure Quest (2002) and participated in several game jams over the past three years. https://marcel-pineoak.itch.io/
I've been working with game audio for a while, and you can effectively utilize the audio logic behind FMOD and WWISE.
1.1 Folder Structure
Here is my personal take on the structure. Just place the audios inside:
project/audio/
│
├── mus
│
├── sfx
│
├── env
│
├── ui
│
├── voice
There are other naming conventions like the Japanese one (BGM, BGS, SE, ME).
1.2 Audio Banks
Audio files are registered to their own banks that are loaded during initialization and can be classified by:
Environment and music sounds are treated differently since they might loop.
1.3 Bus & Mixers
Mixers, also known as Voltage Controlled Amplifiers (VCAs), are responsible for controlling the overall volume of a subgroup of faders called Channels. They are linked to UI fader controls, converting from decimal (between 0 and 1) to dB. The maximum the computer can handle is 0 dB; beyond that, it will clip and damage the hardware.
The VCAs are:
The Channels are subgroups and play only one audio (you can change that) at a time. They are linked to Mixers (VCAs).
VCA: Music
├── layer01
├── layer02
├── layer03
VCA: Environment & SFX
├── sfx01
├── sfx02
├── env01
├── env02
VCA: UI
├── ui01
VCA: Voice
├── voice01
Sound files that are loopable, like music and environment sounds, are treated differently:
A good documentation for that is Ren'Py audio system: https://www.renpy.org/doc/html/audio.html
1.4 Emitter & Listener
Emitter: It's the sound source. It can be the player or the object that is producing the sound or interaction.
Listener: Who's listening to the sound source. Usually placed on the player head or camera.
1.5 3D Visualization & Attenuation
The most effective tool for audio is visualizing the 3D area in which the sound can be heard. This is particularly useful for localized environmental sounds such as fireplaces, torches, and water streams. These sounds typically have a radius, and as you move away from them, a low pass filter will be applied, and the volume will be reduced. To minimize processing consumption, the asset will be paused when you are far away and will only resume playing when you get close again.
1.6 Performance & Technical Info
You can improve the loading by:
Godot has a simple explanation about audio here: https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html
For those unfamiliar with it, it can be explained with a few facts:
Audio is really a complex but delightful world. I hope I could describe the audio system feature in a clear way.
I'd also like to know what's the Discord server.
Open
Feature Requests
Over 1 year ago

Marcel Pineoak
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Open
Feature Requests
Over 1 year ago

Marcel Pineoak
Get notified by email when there are changes.