Audio Editor – Arma Reforger

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The Audio Editor is the tool that defines how sounds behave in-game. It allows the creation of graphical signal chains that define the logic for how sounds are triggered based on in-game events, and how they respond to changes in various game parameters.

It allows listening to how sounds behave inside the editor with the built-in tools.

Projects created in the audio editor are saved as files with an .acp extension; outside of the editor, they can later be used to control the sound that in-game entities make by applying the file to the entity's respective SoundComponent inside the World Editor.


User Interface

The Audio Editor shows the following interface on first launch:


Audio editor UI with the main sections outlined in red.

Panels

The audio editor UI is composed of the following panels:

  1. Design canvas: This is the area where the user can create audio signal chains by placing nodes and creating connections between them.
  2. Nodes palette: This section contains the names of all the types of nodes that can be placed on the design canvas. Clicking on a name creates a new instance of the corresponding node on the canvas.
  3. Item detail: This section contains the details/parameters of the currently selected object. By default, the details of the current project are displayed.
  4. Master level monitor: The levels of the currently-playing sound are displayed here.
  5. Listener setup: This section gives a visual depiction of the virtual audio source (emitter) in 3D space from the listener's perspective. The spatial relation between the listener and emitter can be adjusted here.
  6. Playlist: Displays a list of previously-played sounds from the current session.
  7. Log console: Displays relevant info about the actions performed in the current session.
  8. Output tracker: Displays the output waveform of the current and previously played sounds over time.
  9. Item explorer: Displays the nodes present in the current project, grouped by type.
  10. Resource browser: Displays the location of the open project in the context of the resource database hierarchy.
Panels are able to be un-docked into a separate window and also hidden from view. To make a closed panel visible again, right click on the background of the main window for a list of panels and their visibility status.

For a full description of the usage of each panel in the context of designing sounds, see the Getting Started Tutorial.


See Also

  • Audio Editor Getting Started Tutorial
  • Nodes Reference
  • Signal Editor


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This article is a work in progress! Reason: Links to be fixed.