Looking for an audio workflow

I am a software engineer, and have very little experience with audio other than playing with FL Studio (way back) and playing clips in Unity3D. For my game I purchased an asset pack with thousands of audio effect files. They are good, but often there are just parts/sections of the clip that I’d like to play, or even a region I’d like to loop over. So, the result is that I have a bunch of wav files that have the pieces I want somewhere in the middle of each, and I need a way of marking out the sections I want, and playing them.

What is a typical workflow for this? I’d imagine it would be nice to keep the source files, mark them and those marks can be turned into assets which can play according to the marker details.

My default approach is to bring these assets into something like Audacity and cut them up into smaller asset files. Is this the standard?

yes, more or less, if you don’t manage/program it yourself
since it looks like you don’t have necessary experience with that i recommend looking at something like FMOD Studio

Ok, I’ll check out FMOD Studio. I had played with FMOD Studio before when I wrote a game in C, and I integrated their outputs for that. Thanks!

by interfacing on C level you probably mean their current FMOD Engine (or previously low level system) - FMOD Studio is bit different authoring part which works on its own projects and can e.g. transition between regions, loop within them and react to events among other things - so probably more what you want

Hey this worked out really well, thanks again :slight_smile:

Tools like FMOD and Wwise have designer-friendly tools that allow you to import the original source file and trim the version that you want to use in your game.