Guidance / Manual
Appendix A: Glossary
AmbientEmitter: Pooled persistent looping voice managed by the propagation subsystem. Bypasses the SFX voice pool; routed through an AudioMixerGroup.
AmbientSource: Component declaring “there is an ambient bed in this zone with this clip.” Doesn’t play audio directly — the propagation manager drives a pooled AmbientEmitter on its behalf.
AudioContainer: ScriptableObject defining how audio clips are organized and played
AudioEvent: ScriptableObject triggering audio actions
AudioHandle: Control interface for single voice playback
AudioMultiHandle: Control interface for multi-voice playback
AudioPortal: Propagation subsystem edge — connects two AudioZones and models an opening (door, window, archway) with transmission and low-pass cutoff driven by an optional IPortalDoorSource.
AudioVoice: Single playing audio instance
AudioZone: Propagation subsystem node — a volume of world space tagged as one acoustic room. Supports multiple BoxColliders for L-shapes.
Bus: Volume control group in hierarchical structure
Crossfade: Smooth transition between two containers
Decibel (dB): Logarithmic unit of volume
Ducking: Automatic volume reduction of target buses
DSP Time: Digital Signal Processor time for sample-accurate scheduling
GainStack: Layered volume control system
IPortalDoorSource: Interface any MonoBehaviour can implement to drive an AudioPortal’s open/closed state. Decouples propagation from any specific project’s door system.
Instance Limiting: Maximum concurrent playbacks of same event
LOD: In this system, the enableLOD switch for voice virtualization: once more than Max Real Voices are live, the least important voices are paused and tracked. There are no distance tiers.
Multi-Position: Synchronized playback across multiple emitters
Occlusion: Raycast-based sound blocking
Portal: See AudioPortal.
Priority: Voice stealing priority (Low, Medium, High, Critical)
Propagation: Zone/portal graph-based routing of long-running ambient beds through world geometry.
PropagationManager: Singleton orchestrator of the propagation subsystem. Owns registries, the solver, and the emitter pool. Auto-instantiated on first reference.
RTPC: Real-Time Parameter Control, dynamic audio parameter. The string API (SetRTPC) sets a parameter’s global value by name (§3.4)
Parameter: A number the game sets and sounds read (RPM, speed, intensity). Defined by a Parameter asset (unit, range, default) or by name (§3.4)
Scope (parameter): Where a parameter value is stored: one play (a handle), one emitter, or global. A sound reads the first that has one
Audio Emitter: A component for an object that makes sounds (a car). Sounds posted on it read its parameter values
Listening point: Where the game listens from, usually a camera, registered with AudioManager.AddListeningPoint. Pepper’s distance-based features use it instead of searching the scene; with Spatial Mode = Pepper several weighted points pan and attenuate every 3D sound (split screen) (§9.3)
Spatial Mode: Who pans and attenuates 3D sounds: Unity (the default, from its AudioListener) or Pepper (from every listening point) (§9.3)
Smoothing (slew): How fast what sounds hear follows a newly written parameter value: Ease (seconds to close 95% of the gap) or Rate (units per second), set on the Parameter asset (§3.4)
State: Game mode affecting multiple audio parameters
Switch: Conditional container selection
Virtualization: Pausing a voice to save a real AudioSource while keeping its place in the clip, so it comes back where it would have been
Voice: Playing audio instance
Voice Stealing: Stopping voice to make room for higher priority
Zone: See AudioZone.
From the Pepper.SFX 3.1 guides (USER_GUIDE.md). Something wrong or unclear? Tell me.