export_regions
Export each project region as its own named audio file for game audio or sound effects in one pass, trimming silence, setting peak level, and crossfading loops.
Instructions
Exports each region of the project as its own file named after the region (for
sound effects and their variations: shot_01, shot_02 ...), in one render pass.
One-shots: mono unless listed in stereo, DC removed, the silence before the sound
cut so it starts within a millisecond of the file start, trailing silence dropped,
peak set to peak_db, and a warning when the region cuts the sound off before it
dies away. Loops: seamless (crossfaded seam, no fade at either end), their length
reported. 16-bit files are dithered; 24-bit aren't. Put each sound in its own region
with a little room after it (for its tail), then call this once.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loops | No | Regions that loop (by name or pattern, e.g. 'crowd_bed*', 'skate_stride'): made seamless by crossfading what follows the region into its start, so leave the sound running a little past the region's end | |
| folder | Yes | Where the files go, e.g. a game's assets/audio/sfx folder | |
| stereo | No | Regions to keep stereo, by name or pattern ('crowd_*', 'organ_*', '*_room'); everything else is mono | |
| peak_db | No | Peak level for one-shots (loops keep their level) | |
| regions | No | Region names to export; default: every region | |
| bit_depth | No | 24 for game audio | |
| overwrite | No | ||
| sample_rate | No | e.g. 44100 or 48000 | |
| loop_crossfade_s | No | Length of the loop seam's crossfade |