Devlog · Audio Manager

Notes that stop a delivery until they're read

  • The recording is the public web demo, where a note isn't saved. In the real tool it is.
  • Every candidate sound has a Note button for an instruction such as "too loud" or "use only the first second". The note opens inline under the row rather than as a pop-up, and it never changes the decision.
  • The delivery step is what makes a note binding, not the button. Delivery stops before writing anything while any file in it has an unread note, and prints each one. It goes ahead only once each note has been acted on and marked read, and editing a note makes it unread again.
  • It mattered the first time it was used. Four music approvals carried notes that moved each track to a different job ("day music for now", "battle music for now"). Without the stop, all four would have shipped under the names they were first approved for.
  • Sounds no game has asked for yet now get cards. Notes kept creating them, such as a request for crying sounds to pair with a lose sound. Before this change, those candidates were invisible until the game wrote a row for them.
Notes that stop a delivery until they're read, screenshot