XACTXACT is the Microsoft cross-platform audio creation tool (Xbox and PC). It allows the creation of wave and sound banks via the XACT Authoring Tool and includes a set of API functions to integrate the audio into the game. XACT PagesThe XACT area of this site is split into the following pages XACT IntroductionXACT Features- Support for the following formats: WAV, AIFF, XMA (Xbox 360 only), ADCPM
- Note: also supports embedded loop points in WAV and AIFF formats
- 16 and 8 bit PCM data
- Supports Stereo and 5.1 speaker arrangements
- Organisation of sounds
- Multiple audio files can be grouped together into Wave Banks (XWB extension)
- Cues and settings can be bundled with the Waves in Sound Banks (XSB extension)
- Auditioning
- Audio console window can be used to preview audio
- Audio settings can be adjusted in-game (with debug mode libraries)
XACT API Programming Features- The API allows the integration of the wave, sound and cue information from the creation phase
- In memory and streaming support
- Audio event notification
From the December update of DirectX XACT now includes a code-driven API allowing lower level loading and playback of sounds without having to use all the XACT sound organisation features. XACT Terminology and File Types- Content Creation Tool Projects (.xap)
- Sound Banks (.xsb) - a collection of sounds and cues.
- Sounds - a sound has one or more waves together with properties like volume and pitch. Sounds are made up of tracks.
- Tracks - tracks are made up events E.g. the simplest track has a Play Wave event
- Events - various actions that take place within a track. Actions include: Play, Stop, Set Volume, Set Pitch etc.
- Cues - a cue is used in code to trigger sounds. Each cue is made up of one or more sounds
- Wave Banks (.xwb ) - a file format containing a collection of waves
- Waves - the raw wave data in wav, aiff or xma format
- Global Settings (.xgs) - defines rules and settings for sounds.
- Categories - sounds can be assigned to a category (only one each) that specifies certain rules like number of instances along with settings like volume. You could create a category for the sounds of one character in your game so they all have the same volume. There are three predefined categories: global, default and Music.
- Variables - these can be defined in the design stage and then referenced by the programmer in code to control Run-Time Parameter Controls
- Run-Time Parameter Controls - also known as 'sliders'. These allow the control of sound parameters as the sound plays. For example they could be used to control the pitch of a car engine sound so as the accelerator is pressed the pitch is changed
- DSP Effect Path Presets (DSPs) - allow effects like reverb to be applied to sounds
- Compression Presets - compression can be applied to waves or wave banks
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