ABSTRACT

As can be seen in the tree, an ADX2 project is divided into Work Units. These are nonruntime objects whose sole purpose is to organize the audio in the project by type or function (game location/ character/ weapons, etc.). This organization makes it easier to distribute the work between several sound designers and use versioning. Work Units can contain one or more CueSheets, each having one or more Cues. Although the terminology is different, you will find many of the same concepts in a Western audio middleware such as FMOD or Wwise. In this case, a CueSheet is basically the equivalent of a sound bank and Cues are the audio events/sounds that you will be triggering from the game.