T.TAO
Art & Audio

Audio Editor

The Audio Editor is Alfheim's sound design tool for managing all audio resources in the game, including background music (BGM), sound effects (SFX), and character voice cast.

Overview

  • BGM management: Import, loop point settings, waveform viewing
  • SFX management: Categorization, trigger configuration, property adjustment
  • Voice cast workbench: Manage voice entries by character/story/language
  • Waveform visualization
  • Audio property editing (volume, pitch, panning, fade in/out)
  • 3D spatial audio configuration

Three Work Tabs

BGM

Manage background music in the game.

Sound Effects

Manage sound effect assets.

Voice Cast

Manage character voice entries.

BGM Management

Adding BGM

  1. Click Add BGM.
  2. Select an audio file to import.
  3. Set the track name.
  4. Optional: Add tags for categorization and search.

Waveform View

When a BGM track is selected, the waveform viewer displays the audio waveform, providing a visual representation of dynamic range and structure.

Loop Settings

BGM typically needs to loop. Loop settings include:

  • Loop Start (ms): Time position where the loop begins.
  • Loop End (ms): Time position where the loop ends; playback returns to the start when reached.
  • Crossfade (ms): Fade duration at the loop junction for seamless looping.

Click Auto Detect to let the engine analyze and suggest loop points.

Search and Filter

Use the search box to quickly find BGM tracks by name or tag.

SFX Management

Adding Sound Effects

  1. Click Add.
  2. Select a sound effect file to import.
  3. Set the name and category.

Categories and Tags

  • Assign categories to sound effects for filtering by type (e.g., ambient, interaction, combat).
  • Use tags (comma-separated) for further subdivision.

Trigger Configuration

Sound effects can be configured with automatic trigger conditions:

Trigger TypeDescription
ManualTriggered only manually via script
Dialogue Line StartTriggered when a dialogue line is displayed
Dialogue Line EndTriggered when a dialogue line ends
Node EnterTriggered when entering a story node
Node ExitTriggered when leaving a story node
UI ClickTriggered when a specific UI element is clicked
UI HoverTriggered when the mouse hovers over a UI element
UI InputTriggered on UI input action
Scene ChangeTriggered on scene change

You can also set a delay time for triggers.

Audio Properties

BGM and SFX share a set of basic audio properties:

Basic Properties

  • Volume: Range 0 to 1, controls playback volume.
  • Pitch: Adjusts playback rate and pitch.
  • Panning: Controls left/right channel balance.

Fade In/Out

  • Fade In: Duration for the audio to fade in from silence at playback start.
  • Fade Out: Duration for the audio to fade out before playback ends.

Spatial Mode

Audio supports 3D spatial sound configuration:

  • Reference Distance: Effective range of the sound source.
  • Max Distance: Distance at which sound fully attenuates.
  • Attenuation Factor: Rate at which volume decreases with distance.
  • Doppler Factor: Strength of Doppler effect simulation.
  • Distance Model: Method for calculating volume change with distance.
  • Inner/Outer Cone Angle: Defines sound directivity.

Voice Cast Workbench

The Voice Cast tab is a dedicated interface for managing and tracking recording progress for all character voices.

Filters

Filter voice entries by:

  • Language: Filter by target language.
  • Story: Filter by Episode.
  • Character: Filter by speaking character.
  • Status: Filter by recording status.

Voice List

The list displays all dialogue lines that need voice recording:

ColumnDescription
StoryEpisode
NodeStory node
SpeakerCharacter
LineDialogue text
StatusRecording status
AudioAssociated audio file

Editing Voice Entries

When an entry is selected, the inspector allows you to:

  • View story and node information
  • View character and line content
  • Associate or replace audio files
  • Add notes

Voice Progress

The top displays voice completion progress under the current filter conditions.

Tips

  • Use BGM auto-detect to quickly find suitable loop points and reduce manual tuning time.
  • SFX trigger configuration can reduce script work β€” many common playback timings can be achieved through configuration.
  • The Voice Cast workbench supports multiple languages; if your game needs multi-language voice, manage recording progress separately by language.
  • Tags are very useful; consider establishing a consistent tagging system for easier lookup later.