CRI ADX
AISAC
Advanced Interactive Sound and Active Controller
A function that changes the tone by creating curves for volume, pitch, filter, etc. that correspond to
AISAC control values.
For example, you can use the distance from a certain character as a control value and draw a curve for the volume of the character's dialogue according to that distance, allowing you to design volume that corresponds to distance.
In other middleware, it is also called RTPC (Real Time Parameter Control).
AISAC Control
An operation target for operating any AISAC from a program.
It can be specified by name or ID.
I3DL2 Reverb
I3DL2 Reverb is a DSP effect that adds a spatial reverb effect compliant with I3DL2.
After all 5.1ch output is stereo mixed, it becomes a surround reverb that returns individual reverberations to the 5 channels: L, C, R, Ls, and Rs.
Levels are generally specified in decibels, but the I3DL2 reverb uses mB (millibels) which is 1/100 dB.
Action Queue
The ability to control various sound behaviors (stop, pause, change parameters, etc.) via cue requests.
Encryption
A mechanism for protecting content by encrypting audio and video.
CRI Atom Craft allows you to specify the encryption key in global settings.
In-game preview
Link the tool with in-game and check the sound using the data on the tool.
Waveform Region
This is the name of the link object for the source file placed under the track.
A waveform region contains information such as timing, volume, pitch, and voice limit.
HCA (codec name)
One of CRI ADX's proprietary audio codecs.
It can be compressed to 1/4 to 1/16.
It is specialized for gaming use and requires less CPU load and memory compared to general-purpose audio codecs such as mp3 and AAC.
HCA-MX (codec name)
One of CRI ADX's proprietary audio codecs.
The compression rate and sound quality are the same as HCA, but it is designed to reduce the load when playing multiple sounds simultaneously.
echo
Echo is a DSP effect that repeatedly reflects and decays like an echo.
It creates the feeling of being surrounded by a tunnel or solid walls.
XAudio2
An audio API designed to be commonly used on both Windows and Xbox.
A highly functional library that not only outputs audio, but also performs mixing and effect processing.
Encoding
Generally used to compress audio and video.
When
built with CRI Atom Craft, audio material files will be compressed to ADX or HCA.
ASR
Abbreviation for Atom Sound Renderer.
An internal module of the CRI Atom library that handles sound mixing and DSP processing.
ASR Rack
A group unit that groups together ASR buses. At least one exists in an environment where ASR can be used.
You can attach
a DSP bus configuration.
ACF File
File output by CRI Atom Craft.
Only one output is made per
project.
Contains
global settings and parameters.
ACB File
File output by CRI Atom Craft.
One will be output for each
cue sheet.
This also includes waveform data set for
memory playback.
AWB file
File output by CRI Atom Craft.
This is output when
the cue sheet contains a waveform set for stream playback.
ADX(codec name)
One of CRI ADX's proprietary audio codecs.
It provides high quality sound and extremely low load, but the compression rate is about 1/4, so the file size is larger than that of HCA.
This option is primarily for cases where CPU load is more of an issue than data size.
Audio material files
This is an audio file in wav or aiff format.
Angle AISAC
Angle AISAC is used to set parameter changes in AISAC according to the sound source angle relative to the listener.
For example, you can add a filter effect when it is applied to the surround side.
The angle can be based on either the listener or the sound source.
Virtual Voice
A virtual voice is a voice that does not use pronunciation resources for playback, and only manages playback parameters and time. It is also called a virtual voice.
If a voice cannot be secured at the start of playback, or if a voice is taken away by voice priority control during playback, the playback information is stored as a virtual voice.
The virtual voice attempts to secure pronunciation resources within the server process, and if successful, it changes to a normal voice and actual pronunciation processing is carried out.
category
A category is an object that categorizes queues.
For each category, you can specify the playback volume, cue limit number, and multiple playback prohibition time, as well as perform pause operations.
Category AISAC
AISAC associated with the category.
You can apply
AISAC to all queues that belong to a category.
Category Groups
A collection of multiple categories.
A queue can be one of the elements in a category group.
External Queue Link
This object places cues registered in other cue sheets onto a track.
The reference can be either the queue name or the queue ID.
queue
An object specified when requesting sound from the game program.
A cue consists of a sequence with a timeline and sound items placed on multiple tracks.
The most common use is to play a sound, but it can also stop a sound or change its parameters.
It can be created with
CRI Atom Craft.
Cue Sheet
An object that aggregates multiple queues.
A group of audio files per cue sheet will be output as a single file.
For example, it is assumed that it will be used in units of one scene or one character in a game.
Queue Priority
Specifies the playback priority of the queue. When the queue limit is reached, the higher priority sounds will remain and the lower priority sounds will automatically stop.
Cue Limit
Queue Link
Distance attenuation AISAC
Distance Attenuation AISAC is used to set the parameter change according to the attenuation distance from the minimum attenuation distance to the maximum attenuation distance in AISAC.
For example, you can design effects such as increasing the bass send to the reverb as the signal gets further away.
Clean Build
When building, delete (clean) all intermediate files and then rebuild.
Although it takes more time, it can reliably prevent problems such as updating some data incorrectly.
Global AISAC
AISAC written to ACF. For example, it is used for AISAC common to all, such as distance attenuation.
It can also be attached to a player at runtime.
Global AISAC Links
AISAC link that points to the Global Settings / Global AISAC folder.
Language settings
Configuration information for each language to be output.
Attenuation Distance
3D positioning allows you to attenuate the volume depending on the distance between the listener and the source.
Anything inside the minimum distance or outside the maximum distance is not affected by distance attenuation.
Additionally, when you go further inside the minimum distance, interior panning creates the effect of the sound gradually passing through to the speaker on the opposite side without changing the volume.
Game Variables
One of the parameters specified by the program.
Affects the sequence of switch types.
Compressor
A DSP effect that controls the sound pressure.
By slowing down the change in volume when the input signal level exceeds a certain threshold, you can keep the volume constant.
By using
the amplitude analyzer, it can also be used as a sidechain compressor that is modulated by the input signal of another bus.
Codec
This refers to software for recording audio and video data. It can also refer to the format for this purpose.
A compound word of “Co”der (encoding) and “Dec”oder (decoding).
CRI ADX supports ADX (codec name) and HCA (codec name), as well as a variety of platform-specific codecs.
chorus
A DSP effect that applies a delay to the original signal and modulates the delay time with an LFO.
It expresses the out-of-sync sound that occurs when multiple instruments or voices are playing.
Playback Settings
Playback information such as volume, pitch, pan, bus sends, etc. can be set for cues, tracks and waveform regions.
Sound Items
This is the general term for objects that can be placed under a track, such as waveform regions, cue links, and subsequences placed on a track.
Subsequence
This is an object that can have sub-tracks. Unlike cue links, it is possible to place a structure with substance under a track.
Subversion
A version control tool that can be used for free.
CRI Atom Craft has a feature that works with SubVersion.
Surround
Sound with more output than stereo, such as 5.1ch or 7.1ch.
server
Normal term
A computer that provides a service at the request of a client.
CRI ADX Terminology
runtime A worker thread that runs periodically.
When a playback request is made from the player, this thread performs the actual audio processing.
Amplitude Analyzer
A type of DSP effect that analyzes audio levels.
The results of the analysis are used in compressors and limiters.
CRI Atom Craft
CRI Atom Viewer
CRI Atom Library
The name of the runtime library for the CRI ADX.
It is used by incorporating it into game or app programs.
CSV
Comma separated text format.
You can export and import
CRI Atom Craft projects.
Sequence
Data that lists sound items, sequence markers, etc. that are played by cues, arranged on a timeline.
Sequence Markers
A sequence marker is an object that is placed on the timeline to perform special sequence playback.
You can change the playback position or loop it repeatedly.
Seamless link playback
A runtime feature that connects sounds together sample-by-sample for seamless playback.
Stream playback
A method of regenerating data that exists in storage.
Some playback latency. Good for long audio.
→ Memory playback and stream playback
Selector Label
Cent
A logarithmic unit for expressing musical intervals.
Increasing it by 100 cents will raise the pitch by one semitone, and increasing it by 1200 will raise the pitch by one octave.
CRI ADX is the unit used to set pitch.
Zero Latency Stream Playback
A playback method that combines the best of memory playback and stream playback.
The beginning is played back from memory and then seamlessly transitioned to stream playback.
→ Memory playback and stream playback
Global Settings
Various settings commonly used across projects.
sauce
This is the source (sound source) for 3D positioning.
You can set the 3D space position, velocity, cone orientation, cone angle, and attenuation distance.
Time stretch
A runtime DSP effect that alters playback speed without changing pitch.
It is suitable for playing back and extending simple audio and human voices.
Timeline
This is an interface for placing sound items, sequence markers, etc. on the time axis.
Multiple playback prohibition time
The time to cancel the next cue playback after it starts playing. Specify this in msec on CRI Atom Craft.
Multiplayer Development
Development by multiple people using one project.
CRI Atom Craft has the ability to integrate with work units and version control software.
Target Config
Configuration information for each model. Used when converting and building depending on the model.
Target Preview
When checking the sound on the tool, connect to the development machine and check the sound on the actual machine. This is also called a real machine preview.
You need to run
the target previewer on the actual device.
Target Previewer
An application that communicates with CRI Atom Craft and runs on the actual device.
Used to check the specific sound features (codecs and effects) of the actual device.
Dynamic Voice Assignment
A mechanism for appropriately obtaining a voice from the voice pool when playing audio.
When there are no idle voices, a voice with a lower voice priority that is currently being played is stopped and used.
Ducking
A function that adjusts the overall sound balance by automatically lowering the volume of some sounds when sounds overlap.
See
REACT.
Lazy guessing
A runtime feature that estimates playback latency on Android devices.
Low Latency Playback
A runtime feature that reduces the delay between calling play and actually playing on Android devices.
distortion
A DSP effect that distorts the waveform.
delay
Delay is a DSP effect that delays the sound.
By placing it before other effects and delaying it a short distance from the original sound, you can create effects like chorus or flanger, or early reflections.
DSP
Digital Signal Processing.
At CRI ADX, this refers to mixing and effects processing.
DSP Effects
Digital signal processing effects.
Reverb, delay, echo, chorus, compressor, pitch shifter, etc.
DSP Bus Settings
This is used to set DSP effects and DSP routing, and to obtain information on the signal level.
Platform-specific effects are also configured here.
D-BAS
Dynamic Buffer Allocation System
A mechanism that dynamically allocates optimal buffers during
streaming playback.
Decibels
A unit of level expression, expressed as dB.
There are absolute decibels and relative decibels, but CRI ADX often deals with decibels as relative values.
0dB is the original sound level. -6dB is 1/2 the level. -12dB is 1/4 the level.
True Peak Meter
True peak, also known as inter-sample peak, refers to the slightly larger amplitude peaks that appear between samples when a digital signal is converted to an analog signal.
If you output audio data that has been made to swing to its maximum amplitude using
a limiter or other device, there is a possibility that it will clip when converted to an analog signal, even if it does not clip as a digital signal.
track
You can group and control sound items on the timeline just like in a DAW.
For example, by controlling the track volume you can adjust the volume of all the sound items placed on it at once.
Track Automation
This function allows you to create time-varying curves of track parameters such as volume and pitch on the timeline.
Track Transition
This allows you to set selector labels during playback and transition tracks in real time.
The actual transition timing is determined according to the beat information set in the playing data.
Waveform files
This refers to audio material files.
CRI Atom Craft can use WAV and AIF files.
Biquad Filter
Various types of filters
Types available are low pass, high pass, notch, low shelf, high shelf and peaking.
In addition to the cutoff frequency, you can also specify the Q value and gain value.
Bounce
A function to convert the content previewed on the tool into a waveform file.
bus
The sound output from the voice is submixed once on the bus.
It can have several DSP effects and after applying the effects it sends to other buses.
The sound is finally played by being output to MasterOut (main bus).
Bandpass Filter
A filter that allows you to specify cutoff frequencies for low and high frequencies.
Version Control Tools
A tool that allows version control of program source code and asset data.
It is often used in projects with multiple developers.
CRI Atom Craft supports SubVersion.
Bread 3D
A system that calculates sound positioning based on angle and interior distance.
Beat Detection
Runtime capabilities to explore BPM.
Beat Sync
A function that can be combined with actions and other functions to determine playback and switching timing without the involvement of a programmer.
BPM
Beats Per Minute.
A unit of measurement for musical tempo, the number of beats per minute.
pitch
The pitch (height) of a sound.
CRI ADX can be set to a value between -2400 and 2400.
The original pitch is 0. The unit is cents.
Pitch Extraction
Runtime feature to check pitch.
filter
An effect that cuts or amplifies the frequency range of a sound.
The CRI ADX has biquad and bandpass filters available for use on either voice or bus.
Fader
Atom feature that automatically fades when two or more sounds are playing in the player.
Focus point
This function allows for precise control of the listening point when using 3D positioning.
It is primarily used in third-person games where the camera and character are separate.
Franja
A DSP effect that applies a delay to the original signal and modulates the delay time with an LFO.
Applying feedback creates a strong undulating effect.
block
The CRI Atom Craft sequence divided vertically (in the time direction).
The transition information between blocks (synchronization, transition division number, etc.) can be designed using the tool.
Preview
Check the sound using a tool such as CRI Atom Craft.
player
This refers to CriAtomExPlayer from the CRI Atom library.
Required to request playback of
a queue.
project
This is a CRI Atom Craft project file created on a per-game project basis.
Includes overall settings, all cue sheets, all material settings, etc.
Profiler
CRI Atom Library To investigate how the operation of CRI Atom
Craft This is the function.
It communicates with the actual game app and displays the queue playback timeline, resources used, 3D sound position, CPU load, loudness You can check the level etc. in real time.
voice
Sound Terminology
This refers to character voices. Generally, human voices are recorded with a microphone.
CRI ADX Terminology
Pronunciation resource for playing sounds.
Virtual Voice Compared to normal voice It is also called.
Voice Behaviors
Voice behaviors define how a voice behaves in a queue.
The main change is how it behaves when the volume is zero.
Voice Priority
Specifies the priority of the voice pronunciation.
When
voice limiting is applied, high priority sounds will remain and low priority sounds will automatically stop.
Voice Pool
A system that allows the voices required for a game to be prepared in advance.
Used during playback by
dynamic voice assignment.
Voice Limit
A mechanism for automatically controlling the number of voices produced.
This can be controlled by setting
voice priority and voice limit number.
Voice Limit Group
Sets the pronunciation limit group for each voice.
volume
The volume of a sound.
CRI ADX can be set to a value between 0.0 and 4.0.
The original volume is 1.0.
material
This is the name of the audio material file registered in the material folder. It contains file information and encoding settings.
Material Folder
Folder for managing material files and material information.
Material information includes encoding information such as resampling rate and encoding type.
Multi-Tap Delay
This is a DSP effect that has four delay taps with feedback.
It can reproduce announcements in places where there are speakers scattered around, such as stadiums.
MIDI
A standard for the digital transfer of electronic musical instrument performance data between devices.
CRI Atom Craft has the ability to connect to a MIDI controller.
msec
Milliseconds. A unit of time. 1/1000th of a second.
Memory Playback
A method of reproducing data that exists in memory.
Playback latency is small. Suitable for short audio that is played frequently.
→ Memory playback and stream playback
User Settings
This is a per-user configuration file used when editing CRI Atom Craft projects.
loudness
Loudness is an index that represents the loudness of a sound as perceived by humans, and is considered to be more accurate than RMS (VU).
The unit is LKFS (Loudness K-weighting Full Scale), and it is recommended that content be created with the average volume set to -24LKFS.
Loudness Meter
Function for measuring loudness values.
The CRI ADX loudness meter complies with ITU-R BS.1770-3.
It can measure momentary values, short-term values, and integrated values.
runtime
This refers to the state in which a game or app program is running.
Or the CRI Atom library.
REACT
listener
A listener for 3D positioning.
You can set the position in 3D space, the velocity, the forward vector, and the up vector.
Reverb
Reverb is a DSP effect that adds spatial reverberation.
All 5.1ch outputs are mixed into mono, then turned into surround reverb that returns individual reverberations to the 4 channels: L, R, Ls, and Rs.
Reference AISAC Link
AISAC links referencing the References/ AISAC folder.
limiter
A DSP effect that limits the amplitude.
Prevents the amplitude of the input signal from exceeding a certain threshold.
Level Meter
In the field of sound, this refers to a function for measuring volume.
The CRI ADX loudness meter can measure RMS, peak and peak hold.
Logging
Ability to log runtime information, in conjunction with the profiler.
WASAPI
Windows Audio Session API. A new audio API introduced in Windows Vista.
Exclusive mode allows for low latency audio playback.
Work Unit
A workunit is a unit that divides data other than common settings within a project.
Used to divide project data according to the workers and the data categories to be created.