This section briefly describes the main features of ADX.
- System
- Multi-platform support
- Flexibility
- Low CPU load, high-quality sound compression technology "HCA" and "HCA-MX"
(For details about the compression ratio and the available functions, refer to \criatom_feat_voice_codec .)
- Multi-streaming
- Background loading of game data
- Sound Designing
- Sequence playback
- Interactive sound "AISAC"
- DSP Bus and Effects
- Development Support
- Utilizing past assets
- In-game preview
- Debug logging
System
Multiplatform
Not only are the game consoles such as PlayStation4, PlayStation5, Xbox One, Xbox Series X|S, etc., supported, but also the handhelds such as Nintendo Switch, etc.
ADX also supports smartphones (iPhone and Android), and arcade game machines or amusement equipment.
Flexibility
ADX offers a great flexibility and freedom. The user can create a high quality software sound system with ADX alone, or integrate it with available sound hardware to achieve the best performance on a given platform.
In the software synthesizer, ADX eliminates the limit of the number of voices or channels, which is a common problem for sound designers. It also offers choices of various codecs and effects.
Also, since sound playback can be performed on a simple D/A converter, a dedicated sound chip, sound ROM, or auxiliary circuit is not required.
Low CPU load, High-quality Sound Compression Technology "HCA" and "HCA-MX"
ADX offers the "HCA" codec, which provides high-quality and high-compression comparable to MP3 or AAC.
The user can store sound data in a small file that was not possible with standard codecs.
ADX provides "HCA-MX" which reduces the CPU load when playing back multiple HCA encoded sounds.
This enables less powerful platforms to still be able to play multiple HCA-encoded sounds.
Multi-streaming
ADX inherits the streaming technology for optical media - such as DVD and BD - first developed for our "CRI ADX" product.
It can load a game data while playing back multiple sounds from the media simultaneously.
The same technology is also available for media with a fast seek capability such as a flash ROM. This is called "Micro-Streaming.
By using Micro-Streaming, the user can achieve low latency, low CPU load, with a small memory footprint.
Background Loading of Game Data
Game data can easily be loaded during a streaming playback.
The streaming playback will not halt, even when a large amount of data is being loaded.
Sound Designing
Authoring Tool "CRI Atom Craft"
Sound designers can create advanced sound design entirely in the tool, without requiring the help of an audio programmer.
Its intuitive interface gives designers the freedom to work without stress.
Sequential Playback
The user can position sounds at will on a timeline, or change their playback parameters.
The user can also change the playback sound according to the game state by using game variables.
Interactive Sound "AISAC"
An intuitive GUI allows for the easy authoring of sounds which dynamically change in various game states (e.g., automotive engine sounds and cheering sounds).
DSP Buses and Effects
The user can achieve advanced sound designing by applying various effects such as reverb or compressor and configuring DSP Buses routing.
(Some effects may require platform support.)
Development Support
Utilizing Past Assets
Data files from previous products ("CRI ADX" or "CRI Audio") are supported.
For example, the user can use ADX files or CRI Audio project files.
In-Game Preview
It is possible to modify the assets (i.e., waveforms) and change the parameters (e.g., volume) while previewing the game.
Debug Logging
Sound playback logs can be recorded while the game is running.