Audio Built · unverified
Window ▸ VSK Audio Mixer - a full show mixer. Implemented and smoke-tested end to end, but no audio path has been verified by ear on studio hardware yet; treat this page as the design contract until the acceptance pass lands.
Strips
SDI:N- each camera’s embedded audio (stereo - a UE/Blackmagic limit; 16-channel embed isn’t available).Cap:<device>- up to 4 WASAPI capture strips for audio interfaces / mics. No ASIO - switch the interface to its WASAPI mode.
Per-strip controls
Editable label · Gain (−24…+24 dB) · Delay (0-2000 ms, lip-sync) · vertical fader with a live meter (green / −12 dB yellow / −3 dB red, peak hold) · MUTE · SOLO · AFV (audio-follows-video - ~150 ms crossfade on camera cuts) · Pan · 3-band EQ (100 Hz / 1 kHz / 8 kHz, ±12 dB) · Gate · Compressor. All DSP defaults off = bit-neutral passthrough.
Master & monitor - the isolation rule
The MASTER card has the show fader, meter, mute, a 1 kHz test tone and the Monitor Output device picker. Monitoring uses the Windows app-session volume on the chosen endpoint - applied by the OS after the engine - so the operator’s headphone level can never change what goes to air.
Signal flow
strip (SDI:N / Cap:X)
→ VS_Submix_<Strip> (delay · gain · EQ/gate/comp/pan)
→ VS_Submix_Program (master fader)
→ engine master → SDI embed (stereo 48 kHz) + recorder tap
operator ears: Windows session volume on the Monitor endpoint (post-engine)
First run
Press Create SDI Input Assets once (it persists bCaptureAudio on the camera sources),
then Play. Studio Setup creates the submix chain under /Game/VSK/Audio automatically.
Backlog: Video-Hub file/asset audio · surround / channel-pair selection · sub-buses · DSP params on the web · NDI audio embed.