Play and export audio
The Audio page opens installed events, banks and streams. You can play a track, export it, and preview how the game’s music system would mix it. Audio is view only. This page writes nothing into packages, and New and Clone in the Audio category are gray. To change sounds in game, see Replace the weapon’s sounds. Audio internals has the timing rules.
Studio decodes and mixes audio itself. It needs no other program.
Play a track
- In the Assets tab, open the Audio category and click an event, bank or stream. It opens on the Audio page. The Type filter picks events, banks or streams. Event timing and Event shared rows do not open on the Audio page.
- If the page asks, press Load audio.
- Click a row under Tracks and effects. Find track or composition filters the list.
- Press Play.
| control | effect |
|---|---|
| Play / Pause | starts or pauses playback |
| Stop | stops playback |
| Prepare WAV | decodes without playing |
| Volume | playback volume |
| position slider | seeks |
Duration and format load when you select a row. Nothing plays until you press Play.
Media Studio cannot play
Studio plays Wwise Vorbis and 16-bit PCM. Every installed stream that holds audio is Wwise Vorbis. For anything else, the page shows one of these messages instead of playing.
| media | message |
|---|---|
| a 1-byte placeholder stream | Empty placeholder stream (no audio) |
| data in a bank that is not a media file | Not playable media |
| big-endian media | Big-endian (RIFX) media is not supported |
| IMA ADPCM, xWMA, XMA2, AAC, DSP ADPCM, HEVAG, ATRAC9, Opus or PTADPCM | <codec> audio is not supported, for example Opus audio is not supported |
| any other codec | Codec 0x<tag> is not supported, with the format tag in hex |
| PCM that is not 16-bit | <bits>-bit PCM is not supported |
| PCM with an unknown header size | This PCM layout is not supported |
| Vorbis from Wwise older than 2012 | This Wwise Vorbis layout is not supported (older than Wwise 2012) |
| a damaged stream | the fault, for example Vorbis packet is truncated.; an unexpected decoder fault starts with Audio stream is damaged: |
A composition can also hold a part Studio cannot render. The Routing section marks it
-- not playable: and the reason. Play and Prepare WAV show the reason.
| part | message |
|---|---|
| a sound made by a Wwise generator plug-in, such as SoundSeed Air or Synth One | Generator plug-in: needs the Wwise engine |
| a sound with no source | Sound <id> has no source. |
| an object from a bank that is not loaded | Object <id> is not in the loaded banks. |
| an event from a bank that is not loaded | Event <id> is not in the loaded banks. |
| a music object from a bank that is not loaded | Music object <id> is not in the loaded banks. |
| an object type Studio does not preview | Object type <type> is not previewed. |
The Wwise Silence plug-in plays as silence of its authored length.
Export audio
| menu item | writes |
|---|---|
| Export > WAV… | the prepared audio as 16-bit PCM, mono or stereo |
| Export > WEM… | the original media bytes of the selected track |
| Export > Composition WAVs and routing… | the media, the banks, one WAV per composition and routing.txt |
Export > Composition WAVs and routing… writes the .wem and .bnk files, then a
compositions folder with one 48 kHz stereo WAV per composition. routing.txt lists the routing
of every composition. A composition Studio cannot render gets no WAV, and routing.txt gives the
reason.
Export > WAV… works after you play or prepare a track, composition or timeline. Export > Composition WAVs and routing… works after you build composition previews. Exports are refused inside the installation and inside a project.
Working files live in %LOCALAPPDATA%\Sunrise Studio\Cache\Audio. Studio removes them when you close
the asset.
Preview compositions
An event combines several tracks. Studio can resolve it into compositions. A bank lists the compositions of each of its events.
- Open an event or a bank.
- Press Build composition previews.
- Click a row under Compositions.
- Press Play.
To change the preview:
- Open Composition controls.
- Press Read music routing.
- Set the controls below.
- Press Render choices.
| control | effect |
|---|---|
| Preview loops | how many times an infinite loop plays |
| Initial delay | keeps the authored start delay |
| Effect gain | applies supported effect volume |
| Random variants | one composition per item of a random container; off plays the first item |
| state and switch lists | the authored choice to use; Automatic makes one composition per value |
| Game parameters | tick a parameter and set its value |
Choose every state or switch a nested route needs. Authored gain is kept, not normalized. The Routing section shows each composition as a tree of events, containers and media. Composer notes lists Studio’s notes.
Play a music playlist
- Open Composition controls. Press Read music routing if it is shown.
- Under MUSIC TIMELINE, choose a Playlist.
- Choose where to Start at, or Beginning.
- Set a Variation number for random branches.
- Press Play next, or Prepare next play to render without playing.
Each play moves the playlist on, as the game would. Reset history starts over. Export > WAV… exports the prepared timeline. Timeline lists its segments. Clip envelopes draws each clip’s volume and fade curves. Hover a curve to read its gain and time.
Audition a transition
- Open Composition controls. Press Read music routing if it is shown.
- Open Transition audition.
- Choose the Container.
- Choose the Source segment, or Nothing for a start transition.
- Choose the Destination, or tick Playlist destination and choose a playlist.
- Type Change after (s): when the change is requested, from the source’s entry cue.
- Press Play transition, or Prepare transition to render without playing.
Source cues lists the source’s named cue positions. Destination variation picks a repeatable choice where the destination is random. The audition follows the authored transition rule. It does not simulate the game’s state changes.
Limits
- Music plays dry, in timelines, transitions and compositions: no effects, RTPC curves or state gains. The report lists what was left out.
- Compositions apply volume only: authored volume, the chosen game parameters and Wwise Gain effects. Pitch, filters, panning and other effects are not applied.
- The music timeline refuses random step playlists and randomized loop counts. A composition plays one pick of a random step playlist instead, not the game’s random choice.
- Full Wwise engine playback is not implemented.
- Sound authoring covers weapon sounds only. See Replace the weapon’s sounds.
- A composition or timeline longer than 20 minutes is refused.
- The media of one selection, and each decoded WAV, are limited to 512 MiB.
- Only Wwise Vorbis and 16-bit PCM play. See Media Studio cannot play.