Game Audio
Route game audio to displays, add background sounds, and control playback, volume, and hint ducking from the Audio channels drawer.
Published Oct 28, 2026
Use the game’s Audio channels drawer to choose what plays on each display and how it behaves. It includes built-in channels for game audio and hints, plus custom channels for your own cues. Open the Editor, select a game, then choose the Audio channels button beside the game name.
Audio channels and media files are separate
The drawer routes and controls playback. Upload or organize the audio files themselves in the game media library or the shared media library.
Choose channels and outputs
The drawer groups channels into Game audio, Hints, and Custom channels. Built-in channels come with the game and cannot be removed. They cover background audio, video sound, hint audio and video, hint alerts, and speech. Use a custom channel when you need to route a separate sound or music cue independently.
For Ambient and custom channels, review Play on to choose display outputs, then set the channel’s Volume. You can use all outputs or select specific displays. Built-in channels for video audio, hints, alerts, and speech route to all displays; open their Individual volumes section to set different levels per display. A volume lock sets a ceiling: staff can lower or mute a locked channel during a game, but cannot raise it above the saved level. The drawer saves edits automatically; check its save status before you close it.
- Open Audio channels and expand the channel you want to configure.
- For Ambient or a custom channel, under Play on choose All outputs or select the displays that have speakers for this sound. Built-in role channels already use all displays.
- Set the channel Volume. Open Individual volumes only when a display needs its own level.
- Turn on the volume lock if staff should be able to lower the sound but not raise it above your mix.
- Check the save status, then test the output on the displays that will be used in the room.
To add a separate route, open Custom channels, choose Add channel, name it, and select at least one display under Play on. Custom channels are useful when an automation needs to control a sound independently from the built-in Ambient, Video audio, or hint channels. After creating one, select it in the Audio action in Logic.
Add a background sound
The Ambient channel holds saved sounds and their start and stop behavior. Select Add sound, choose an audio file, and set when it starts:
- When introduction starts — begins with the intro phase; it does not start if the game skips its introduction.
- When timer starts — begins when the countdown starts.
- Across games — starts when this game is loaded and can continue between sessions.
- Only from Logic — waits for a Play audio action in an automation or scene.
Choose whether the file should Loop, and set Play to let it finish, stop it when the game ends, or stop it after a duration. Each saved sound starts independently, so sounds can overlap. Use the sound’s preview to check the file before relying on it in a game.
Open Pauses & interruptions on a channel to decide whether it pauses with the game and what happens to background sound while hints or announcements play: Keep playing, Lower volume temporarily, or Pause and resume.
Play audio from Logic
Game automations and scenes can play a saved sound or audio track, pause or resume a channel, stop playback, use Set volume, or restore saved volume. The Audio action also supports fade-in and fade-out timing, waiting for playback to finish, and choosing how new playback interacts with sound already playing.
Use Play audio for a one-off sound effect or a saved background cue. Use Set volume when an automation should change a channel’s level, for example to lower music before a spoken hint. See Automations and scenes for building the rule or reusable sequence.
Intro and outro video sound
Choose the intro and outro files under Displays → Display settings → Game media. Their soundtrack uses the built-in Video audio channel by default. You can set a video-specific volume or separate levels per display; the channel’s mute, limits, and staff adjustments still apply.
Where to go next
- Game media — upload and organize the files used by channels and cues.
- Displays — create the displays that serve as audio outputs.
- Automations and scenes — play and control audio in response to game events.
- Game settings — find other settings that apply to this game.
Need a hand?