QSDK 1.1 Documentation

Sound Design

Contents

Introduction

The Q engine supports full 3D positional audio on all platforms, and a variety of audio formats and effects, including platform specific ones.

Positional audio involves placing mono Sounds in a scene, and Q calculates the output based on their positions relative to any active Microphones and any relevant AudioEffects. Sounds have authored falloff distances for realistic volume calculation.

Non-positional audio, through SimpleSounds, can be used for spot audio effects or a Zone's ambient sound.

All sounds support fade-in and fade-out times for smooth volume transitions. Volume may be controlled on individual Microphones, positional and non-positional sounds or the master volume setting.

Pitch-shifting and reverb audio effects are implemented on all platforms. In addition, platform-specific audio effects are also available at the programming API level.

Your programmers can extend the audio system to decode other audio formats using user-supplied codecs.

Workflow

See the QDemo2 Production Guide for more information on how sounds are added to Q files.

Reference Documentation

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