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Audio Atlas Architect

Audio Atlas Architect is a build tool for game audio pipelines. It encodes raw sound files into optimized sound banks with JSON metadata, supporting configurable bitrate, channel count, localization, multi-bank layouts, and build caching for fast incremental builds.

Define your sound bank structure in a configuration file:

{
"name": "sounds",
"concurrency": 4,
"cache": ".cache",
"banks": {
"common": {
"base": "/assets/sounds/common",
"media": {
"effects": {
"channels": 2,
"bitrate": 64
}
}
},
"unicorn": {
"extends": "common",
"media": {
"music": { "channels": 2, "bitrate": 80 },
"voice": { "channels": 1, "bitrate": 32, "localization": ["*"] }
}
}
}
}

Then build with a single command:

Terminal window
audio-atlas-architect config.mjs
  • Multi-bank support — Organize sounds into separate banks (common, per-game, per-level)
  • Bank inheritance — Banks can extend other banks to share configuration
  • Localization — Automatic handling of localized voice assets
  • Build caching — Incremental builds via .cache directory for fast iteration
  • Configurable encoding — Per-media-type control of channels, bitrate, and format
  • JSON metadata — Generated metadata for runtime sound loading
LanguageTypeScript (97.9%)
RuntimeNode.js
Encodingffmpeg

The source code is available on the project’s GitHub repository.