Essential audio terminology for game developers and sound designers.
A routing mechanism that sends a copy of an audio signal to an auxiliary bus for parallel processing.
The number of bits used to represent each audio sample, determining dynamic range resolution.
A routing path that combines multiple audio signals for shared processing.
A dynamics processing technique that reduces the volume range of an audio signal.
A mathematical process that applies the acoustic characteristics of one signal (impulse response) to another.
An audio effect that records and plays back a signal after a set period of time.
The process of adding low-level noise to audio to reduce quantization distortion when reducing bit depth.
The process of adjusting the balance of frequency components in an audio signal.
A popular audio middleware engine for creating and managing interactive audio in games.
Head-Related Transfer Function — describes how sound is filtered by the head and ears to create spatial perception.
A recording of the acoustic characteristics of a space or system, used for convolution processing.
A dynamics processor that prevents audio from exceeding a set ceiling level.
Loudness Units relative to Full Scale — a standardized measurement of perceived audio loudness.
Adjusting audio levels to a target standard, either by peak level or perceived loudness.
Distributing an audio signal across the stereo or surround sound field.
The persistence of sound after it is produced, caused by reflections off surfaces in an enclosed space.
The number of audio samples captured per second, measured in Hz or kHz.
A technique where one audio signal controls the processing applied to another signal.
Audio techniques that create the perception of sound sources positioned in three-dimensional space.
A widely-used audio middleware engine by Audiokinetic for interactive audio in games.