CRI ADX  Last Updated: 2024-07-17 10:47 p
Terms

This section explains the concepts and names required to use this tool.

Basic Terminology

Term Explanation
Cue This is the object specified when requesting playback from the application side.
Cue Sheet An object that groups together multiple Cue .
It outputs the Cue in the Cue sheet and the waveform files used as ACB files.
It is intended to be used, for example, for one scene or one character in a game.
Work Units Work Unit A work unit is a file that collectively manages Cue sheets and waveform files.
You can create multiple work units, so you can manage them by task or by person in charge.
Project An object created as a unit of authoring.
Projects are saved as .atmcproject files.

Build-related terms

Term Description
Encoding type (codec) A general term for the format used to compress waveform data.
ADX 's original codecs include ADX, HCA, and HCA-MX, and model-specific codecs include XMA, etc.
Build This indicates that the tool data is packed into ACF or ACB and output.
Build (Export data) Binary data This is a file required to play sound in the application. It refers to the ACF, ACB, and AWB files output by CRI Atom Craft.
ACF File A file containing parameters used throughout the project. One file is output for each project.
ACB File This file contains the parameters set in the Cue and the materials set for memory playback. One is output for each Cue sheet.
AWB File This is output when you use a material set for streaming in the Cue sheet.

Global Settings Related Terms

Term Description
Global Settings Various settings commonly used across projects.
Target config Configuration information for each model. Use this when converting and building depending on the model.
Language Setting Setting information for each language. Used by Multi-Language Support.
 Mixer Set up bus routing and effect plug-ins.
Snapshot This function allows you to have different variations in the mixer. This is the best function for adjusting the amount of effect depending on the scene.
Bus This is an object that mixes the playback sound. Effect plugins can be set for each.
The sound is finally played by outputting it to MasterOut.
Effect Plug-in An effect using digital signal processing.
You can use effects such as reverb, delay, echo, chorus, compressor, and pitch shift.
Bus Map This object sets the default bus to be used for Cue and AISAC automation.
Category An object for grouping multiple Cue. You can set the volume for the entire category, Cue limits (maximum number of simultaneous voices), etc.
Category group A group of multiple categories. When specifying a Cue, you can only specify one from the same category group.
REACT This is a mechanism that allows you to design reactions such as volume changes depending on the pronunciation status of each category.
Game Variables This is an object that objects such as Cue and AISACs refer to as common values. Set it to a switch-type sequence, and playback will occur if the variable value set by the program during playback is within the variable range set for the track.
Selector, Selector Label Set it to a switch type sequence track, and when playing, the program will play the one that matches the selector and label information set on the Player.

Voice setting related terms

Term Description
Voice The smallest pronunciation unit in ADX .
Basically, playing one waveform consumes one voice.
Voice Limit Group An object that groups certain voices. It controls the pronunciation of the voices.
Virtual Voice A voice that does not use pronunciation resources for playback, but only manages playback parameters and time. Also called a virtual voice.
Voice Limit Automatically controls the number of voices that can be polyphonized. It can be controlled by setting the voice priority and limit number.
Voice Priority Specifies the priority when playing a voice. When limiting, the voice with the higher priority will remain and the voice with the lower priority will automatically stop.
Voice Behavior Voice behaviors define how voices behave in the Cue. They mainly change how they behave when the volume is 0.

AISAC setting related terms

Term Explanation
AISAC A function that changes the tone by creating curves for volume, pitch, etc. that correspond to AISAC control values.
For example, you can design the volume according to distance by using the distance from a certain character as the control value and drawing a curve for the character's dialogue volume according to that distance.
The official name is "Advanced Interactive Sound and Active Controller".
AISAC Control This is the identification name for controlling any AISAC from a program.
Controller An object for controlling AISAC. There are "AISAC control" and Game Variables .
Category AISAC AISAC associated with a category. You can apply AISAC to all Cue that belong to the category.
Global AISAC AISAC written to ACF.
Use for AISAC that you want to share across the entire project, such as distance attenuation.
You can also attach it to the Player at runtime and use it.
Reference AISAC The AISAC written to the ACB.
Use this for AISACs that you want to share between Cue sheets in a work unit.
Global AISAC link This is an AISAC link that refers to the Global AISAC.

Cue Settings Related Terms

Term Explanation
Timeline An interface for placing regions, sequence markers, etc. on the timeline.
Sequence Data that arranges regions and sequence markers, etc., to be played by Cue, on the time axis.
Region A general term for objects that can be placed under a track, such as waveform regions, Cue links, and subsequences.
Cue Limit The maximum number of voices per Cue. Can be set for categories and Cue.
Cue Priority Specifies the playback priority of the Cue when the Cue limit is activated. When the limit is activated, sounds with higher priority will continue and sounds with lower priority will automatically stop.
Sequence Marker A marker that controls the whole sequence, such as looping and stopping.
Track An object that groups regions on the timeline.
For example, by controlling the track volume, you can adjust the volume of all the regions placed on it at once.
Waveform Region This is the name for an object that references a material placed under a track.
A waveform region contains information such as the timing of sound production, volume, pitch, and voice limit.
Track Automation This function changes parameters such as volume and pitch over time.
Cue link An object that references other Cue. You can reuse Cue without having to copy them.
External Cue link This object is used to reference Cue registered in other Cue sheets.
You can specify either the Cue name or the Cue ID as the reference information.
Sub Sequence An object with the same functionality as a Cue that can be created under a track. Unlike a Cue link, it is possible to place a structure with substance under a track.
Block playback This function divides a sequence vertically (in the time direction). The tool allows you to specify information about the transition between blocks (synchronization, number of transition divisions, etc.).
 Action function This function allows you to control various behaviors such as playing, stopping, and changing parameters without the intervention of a programmer. It is controlled by regions called actions.
 BeatSync This function allows you to set playback timing that is dependent on the BPM without the intervention of a programmer. It is used in combination with actions, etc.

Material setting terms

Term Description
Material information file This is an object that represents the Materials folder on the OS in the tool.
Material Folder This is a folder for managing materials.
It has encoding information and allows you to change the settings of the stored materials all at once.
Among the material folders, the one at the top level is called the "material root folder."
Material This is an object used to manage waveform files on CRI Atom Craft.
Waveform file A file that contains audio signals. Here, Wav, AIFF, HCA, ADX, and other files are referred to as waveform files.

Panning and 3D positioning related terms

Term Explanation
Listener The center of hearing in the 3D positioning space, i.e. the microphone position.
Source The source of the sound in a 3D positioning space.
Wideness value This value specifies how much to widen the angle between each input channel when panning a multi-channel (stereo, 5.1ch, etc.) waveform.
When 0.0 is specified, it will be in a mono mix state, but unlike downmixing, the surround components will not be attenuated. This value does not affect mono sound sources.
Spread value This parameter controls the sense of positioning of the sound source. Increasing the value creates a blurring effect.
When you specify the default value of 0.0, the signal will be output only from the speaker that corresponds to the position of the sound source. When you specify 1.0, the signal will be output from all speakers regardless of position. Unlike wideness, spread can also be applied to mono sound sources.
Inner angle The angle at which the cone of the source or listener begins to fall off.
Within this angle there is no cone attenuation, and then it falls off linearly towards the outer angles.
Outer Angle The end angle of the attenuation of the cone that represents the directionality of the source or listener.
Outside this angle, sound is completely attenuated and becomes silent.
Azimuth angle The relative positions of the source and listener are converted into an azimuth angle.
By using the normalized azimuth angle as the control value for the angle AISAC, you can create changes depending on the relative positions of the azimuth angle.
Elevation/Depression The relative positions of the source and listener are converted into elevation/depression angles.
By using the normalized elevation/depression angle as the control value for the angle AISAC, you can create changes that depend on the relative positions of the elevation/depression angles.

Preview related terms

Term Description
Preview Check the sound on the tool.
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.
In-game Preview The tool and in-game are linked together to check the sound using the data on the tool.
CRI Atom Viewer This is a tool for checking the playback of files such as ACF and ACB that are to be incorporated into applications.

Other terms (tool related)

Term Description
CSV A format that represents data in text separated by commas.
MIDI Control A function that allows you to link with a MIDI controller on the tool.
SVN Refers to a version control tool. See Version Control Support for more information.
V1,V2,V3 Refers to the major version of CRI Atom Craft.
Work unit functionality was added from V2, and custom effect plugin functionality was added from V3. Differences with the V2 and the V3
Bounce A function that converts the sound played on the tool into a waveform file.
Multi-person development Refers to development using one project by multiple people.
Profiler A feature of CRI Atom Craft to investigate how runtime behavior works.
Bookmarks This function allows you to bookmark objects in the tree and access them from the bookmarks window.
Search A feature to search for objects below the selected object in the tree.

Other terms (ADX related)

Term Description
ASR Abbreviation for Atom Sound Renderer. Performs sound decoding, synthesis, and DSP processing.
CRI Atom A general term for ADX runtime.
Surround Sound with an output of more than stereo (2ch), such as 5.1ch or 7.1ch.
Seamless concatenated playback A function that connects playback on a sample-by-sample basis.
Time stretch A runtime effect that changes the playback speed. There are two types: FFT type and granular type.
Ducking This function adjusts the overall sound balance by automatically lowering the volume of some sounds when sounds overlap.
Pitch Extraction A runtime function that examines pitch.
Beat Detection A runtime feature that finds the BPM.
Fader This function automatically fades when two or more sounds are played on the Player.
Player An object that plays the Cue. It also manages the parameters used for playback.
Loudness Meter A runtime feature allows you to inspect loudness values.
Logging function A function to log runtime information. Works with the profiler.