CRI Atom Craft is composed of two components, an authoring tool (user interface) and a previewer (sound output).
When doing a preview playback on the authoring tool, it instructs the previewer to transmit data, set parameters and start a playback through a TCP/IP connection.
The authoring tool and the previewer can run separately.
For example, when running the previewer on the other target machine on which the authoring tool does not run, it is possible to preview the authoring result on the machine.
The previewer functions are provided by the monitor library for the runtime.
The in-game preview can be incorporated by linking it to an application.
Just by specifying the preview target in the authoring tool for the preview program linked to a game, parameters of a sound effect being played back in the game can be changed in real time and waveform data can be replaced from the authoring tool.
In-game preview procedure
To perform an in-game preview, you will need to follow the following three steps.
Details of each step are described on the following pages.
Creating data
Creating binary for in-game preview
To perform in-game preview, you need to load the ACF and ACB files for in-game preview in the application.
Create ACF and ACB files for in-game preview in CRI Atom Craft using the following procedure.
Turn on the "Output binary for in-game preview" checkbox in the build settings dialog
Build
The in-game ACF and ACB files created by the build process are output to the "inGamePreview" directory in the output directory.
In-game preview binary
The in-game preview binary uses CRI Atom Craft to update data, so it differs from the regular version binary in the following ways.
When performing an in-game preview, the game links the AtomMonitor library, which includes communication functions with the tool, instead of the normal Atom library.
For the AtomMonitor library, see CriAtomExMonitor API .
Running the in-game preview module
To start the in-game preview, call the criAtomEx_Initialize_WASAPI function, then call the criAtomExMonitor_Initialize function to initialize the function.
There is currently no periodic execution function for the in-game preview function.
After initialization, the module will wait for a connection from the tool.
Data loaded by the application
When the in-game preview function loads an ACF file or ACB file for in-game preview after initializing the in-game function, it hooks the load process and requests the binary from CRI Atom Craft.
Therefore, by replacing the data to be loaded with the normal version and the in-game version, you can preview only specific binaries.
Also, if communication with CRI Atom Craft is not established at the time of loading, it will be included in the transmission request list, and when the connection is established, CRI Atom Craft will update the data. At this time, all audio using the ACB data to be updated will stop. (In the case of updating the ACF file, all audio currently being played will stop.)
The communication function for in-game preview is the server side of the application and the client side of CRI Atom Craft, so start and connect using the following procedure.
Initialize the in-game function within the application.
Use the [F10] key on CRI Atom Craft to connect to the communication module in the game and start the in-game function.
When communication is established, the preview window will be displayed.
Setting the connection destination
Select the "Properties" item from the "Tools" menu of CRI Atom Craft and open the properties window.
Select the "PC" tab and set the IP address of the PC to connect to.
Ending in-game preview
End the in-game preview using one of the following methods.
End the in-game function within the application.
Disconnect with [Ctrl + F10] on CRI Atom Craft. Or click the Disconnect button in the preview window.
Data update during in-game preview
Cue sheets that are eligible for in-game preview are listed in the preview window.
If you change the contents of the displayed cue sheet, the changes will be partially sent and reflected in the game. This only applies if the change is a simple parameter change that does not involve a change in data size. In this case, the audio being played will not stop and the change will be reflected in real time.
If you make a change that involves a change in data size, a full update of the ACB is required. At this time, the check mark on the connection item in the preview window will disappear, and the ACB update process, including partial updates, will no longer be performed. To perform a full update of the ACB, click the connection item in the preview window. The audio being played will stop during a full update.
In addition, the current version of the in-game preview function does not allow you to use the PC preview function during in-game preview. This function will be fixed in a future version.
What you cannot do with in-game preview
The following changes are not compatible with in-game preview.
Adding and deleting waveforms for streams.
Editing waveforms for streams.
If you have performed such editing work, rebuild the cue sheet and update the ACB/AWB file that the application loads.