The "Sound Pipeline" is the data path between sound designer and programmer. It encompasses the processes and tools by which sound data is captured for use in an application. The pipeline looks like this:
In the diagram above, a sound designer creates sound effects and saves them as standard WAV or AIFF files. The pipeline imports these files, packs them together, and converts them into a format that are easily read and manipulated during runtime. After being loaded into memory, the sound effects can be played at will by the application.
The Cafe SDK provides source code for most aspects of the pipeline. Developers are free to examine and modify the source code as they see fit. This pipeline is nearly identical to that of the Nintendo GameCube and Wii.
The design of the AX Sound Pipeline ("SP") reflects the common functional organizations of typical audio development teams:
This reference is organized around these development roles, with a MAN page devoted to each.
Importing is intended for sound designers responsible for organizing and importing sound data into the AX Sound Pipeline. This topic discusses:
Tools describes the technical aspects of the SP converter tool and libraries:
sndconv.execonverter tool architecture.
SOUNDFILE DLLand API.
DSPTOOL DLLand API.
sndconv.exeoutput data formats.
Programming with SP describes the technical aspects of the SP runtime library, including memory management and playing sounds.
2013/05/08 Automated cleanup pass.
2011/02/21 Initial version.