Audio Atlas Architect
Overview
Section titled “Overview”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.
How It Works
Section titled “How It Works”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:
audio-atlas-architect config.mjsFeatures
Section titled “Features”- 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
.cachedirectory for fast iteration - Configurable encoding — Per-media-type control of channels, bitrate, and format
- JSON metadata — Generated metadata for runtime sound loading
Tech Stack
Section titled “Tech Stack”| Language | TypeScript (97.9%) |
| Runtime | Node.js |
| Encoding | ffmpeg |
Source Code
Section titled “Source Code”The source code is available on the project’s GitHub repository.