RWAudio_v3.7
RWAudio_v3.7
RenderWare Audio v3.7 is the only comprehensive solution developers need to deliver out-standing real-
time audio for multi-platform titles. It simplifies the process of generating rich, immersive multi-channel audio
and further enables developers to invest even greater resources in the crucial creative elements of the game,
ensuring that the entire experience for the player is as close to reality as possible.
• Supports Dolby
RenderWare Audio fully supports all Dolby Surround Sound features including interactive Dolby Digital
(where available in hardware) and interactive Dolby Surround Pro Logic 1 & 2.
• Multi-Platform
RenderWare Audio is fully multi-platform, using the same API for PlayStation®2, Xbox™, NINTENDO
GAMECUBE™ and PC, enabling developers an accelerated learning curve whilst empowering them to
leverage the unique strengths of each platform.
• Feature Rich
RenderWare Audio provides you with everything you need to introduce outstanding, real-time audio for
your cutting-edge game, including high performance streaming, 2D/3D voice support, virtual voice
management, DSP effects and sound bank management.
• Very Efficient
RenderWare Audio has a small memory footprint (typically around 135k EE side and 165k IOP side for
PlayStation 2) and is extremely fast (e.g. typically <1% EE usage on PlayStation 2). It is modular in design
and its effective memory management allows the application total control over the memory system.
• ‘Voices’ in 2D/3D
Create global spot effects like voice-overs or commentary, positioned within the 2D field and attach
sounds to objects with full Doppler Effects for 3D spatialized audio in your game world.
• Wave Conversions
Wave conversions, used to convert between sample data formats, are utilized by the exporter application
for off-line asset preparation can also be used at run-time on your target platform. This enables cross
platform assets to be prepared for e.g. prototyping purposes.
• Hardware volume ramping / de-clicking to remove artifacts produced by large volume changes (which
would typically be produced by fast moving 3D sound sources).
• DMA manager provides high IOP ÍÎ SPU2 transfer throughput, to achieve high quality, high
performance audio for your game.
• Potential for signal processing using the PCM inputs and outputs of each processing unit. This allows
developers to use compressed, ADPCM playback and apply signal processing to the uncompressed,
PCM audio generated by SPU2.
• Reverb effects on each processing unit. Nine pre-set reverb algorithms with some algorithms exposing
simple parameters.
• Gives standardized access to all DSP reverb, filtering and processing algorithms.
In addition to the core features, RenderWare Audio features on Nintendo GameCube include:
• DSP volume ramping/de-clicking to remove artifacts produced by large volume changes (which would
typically be produced by fast moving 3D sound sources).
• Real-time DSP hardware ADPCM decompression and playback for audio streams and voices, saving
precious optical disk space.
• Management of ARAM using fast and efficient memory partitioning. DMA’s are multiplexed so that the
game developer can use ARAM for other game data as well as audio.
• Provides direct access to the DSP’s auxiliary busses so that custom signal processing may be carried out
on the main CPU.
• Gives standardized access to all AXFX reverb processing algorithms, so that the developer can choose to
scale the amount of main CPU bandwidth used to their specific requirements whilst maintaining full
compatibility across multiple platforms.
• Software volume ramping/de-clicking to remove artifacts produced by some soundcard drivers, when
large volume changes occur (which would typically be produced by fast moving 3D sound source).
• Supports I3DL2 compatible environment settings mapped to soundcard effects (Creative EAX 1.0 + 2.0
and drivers supporting I3DL2 property sets).
• High quality software mixing and effects processing for consistent audio performance across all PC audio
hardware.