Audio Editor: Nodes – Arma Reforger

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Nodes are the fundamental building blocks that are used within the Audio Editor to create audio signal chains. There are a variety of different nodes, each with a specific purpose that modifies the sound or introduces some logic at its respective position in the chain.

Connecting a series of nodes together allows to create chains that produce sounds with varying degrees of complexity. This page serves as a reference for the usage of each type of node.

Note that there are certain fundamental nodes that must be present in a chain in order for a sound to be playable. These are namely:

  • a node that outputs an audio waveform: either a Bank or a Generator
  • a Sound node

Nodes can be grouped into two main categories: Resource Nodes and Local Nodes. A node of the Resource type is saved as a separate resource file and can be shared between multiple .acp files, while a node of the local type is stored in the .acp file itself and cannot be shared with other .acp files.

Nodes of the Resource type will appear on the design canvas with round corners, while nodes of the Local type will appear with sharp corners.

Resource Nodes

Mixer

aka OutputState aka FinalMix

Attributes
Category Name Description Range
General Inputs A listed representation of the groups defined within the mixer file. N/A

The mixer's input ports are variable and depend on its internal logic.

No output ports.

Signal

Takes one or more inputs and transforms them into one or more outputs that can be used to feed the inputs of other nodes. The internal logic that defines the input/output behavior can be edited inside the Signal Editor by double-clicking on the node.

No dedicated attributes.

Input ports depend on the internal signal setup.

Output ports depend on the internal signal setup.


Local Nodes

BankLocal

Attributes
Category Name Description Range
Flags Disable Streaming If enabled, streaming is suppressed and the entire sample is loaded into memory as a single block of data.
The flag is ignored when the size of the file is > 16 MB.
true/false
Flags Preload If enabled, all samples in the bank are preloaded into the cache on the first playback. true/false
General Volume Volume in decibels (dB), applied to all bank samples. [-60, +60]
General Volume variance Volume randomization factor; maximum deviation from the value of Volume, in dB. [0, +30]
General Pitch Pitch shift in semitones applied to all bank samples. [-24, +24]
General Pitch variance Pitch randomization factor; maximum deviation in semitones from the value of Pitch. [0, 12]
General Loop count Number of times that the played sample is repeated. [0, 255]
General Loop begin The first sample of the region to be looped.
  • Loop count above defines the number of repetition
  • When Offset below is used, then the value must be greater than Offset
N/A
General Loop length Length of the loop region, in samples.
The value of Loop begin + Loop length must be greater than Offset.
N/A
General Infinite Loop If enabled, the played sample is repeated infinitely until the sound is stopped. true/false
General Terminate Loop If enabled, the loop will stop immediately upon sound stop. If false, the loop will finish the current cycle first. true/false
General Termination Fade Out Fade out in milliseconds applied when the source is terminated due to limits during playback.

Use Release Shape curve.

[0, 10000]
General Selection Method for selecting a sample.
  • RandomNoRepeat: Samples selected at random, with the exception that the same sample is not repeated twice in a row
  • Random: Samples selected at random
  • SequenceFromFirst: Samples played in sequence, starting with the first sample
  • FirstRandomAndSequence: Samples played in sequence, starting with a randomly-selected sample
  • CustomSignalIndex: When this option is selected, a new input port is added to the bank that allows a sample to be selected based on the signal value
N/A
General Resampler Resampling method for converting between different sample rates.
  • Point: No interpolation (fastest, least accurate)
  • Linear: Interpolation (slower, but more accurate than point)
  • FIR (4/8): FIR filter that implements resampling (slowest but most accurate)
N/A
Envelope Silence Length of silence in milliseconds added in front of the sample
  • Time is not counted into Envelope, Envelope-Attack time starts after Silence
[0, 10000]
Envelope Offset Length of playback offset of the sample, in milliseconds.

For non-looped playback in case when offset is bigger then sample length a playback is skipped.

[0, 10000]
Envelope Random Start Offset If enabled, a random start offset is applied true/false
Envelope Attack Shape Function for the shape of the sound fade in. Defines the "shape" of the volume change during fade-in.

https://www.desmos.com/calculator/s7z4sji5b5

  • Linear: Curve is linear
  • SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
  • Cos: Curve is "S-shaped", similar to SCurve
  • EPower (Equal Power) : If fade in and fade out happen at the same time, the equal power curve will ensure there's no "hole" in the overall volue (fade in * fade in + fade out * fade out = 1)
  • Exp: Exponential curve (gets steeper over time)
  • Quadratic: TBA
N/A
Envelope Attack Time in milliseconds it takes before the sample reaches full volume.
Envelope Sustain Time of Sustain in milliseconds. If the value is > 0, the total playback length will become Fade In + Sustain + Fade Out. [0, 10000]
Envelope Release Shape Function for the shape of the sound fade out. This will also apply for Termination fade out.

Defines the "shape" of the volume change during fade-out. Shapes are the same as attack shapes, but inverted.

  • Linear:
  • SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
  • Cos: Curve is "S-shaped", similar to SCurve
  • EPower (Equal Power) : If fade in and fade out happen at the same time, the equal power curve will ensure there's no "hole" in the overall volue (fade in * fade in + fade out * fade out = 1)
  • Exp: Exponential curve (gets steeper over time)
  • Quadratic: TBA
N/A
Envelope Release Time in milliseconds it takes for the sound to fully fade out. [0, 10000]
Samples Samples List of audio samples. There is a limit of max 1024 samples. N/A
Samples Samples/Filename Link to the sample (.wav format) N/A
Samples Samples/Probability In case of a randomised selection method, this parameter defines the probability that the sample will be selected. Probability is a weighting factor, not a percentage. [0, 100]
Samples Samples/Index Custom signal index [0, inf+]
Samples Samples/Sample Metadata Name of a string holding localization data which can be processed by other parts of the game. N/A
Input Ports
Name Type Description
Volume Signal (toggleable) Scaling factor applied to the gain of all samples in the bank
Volume variance Signal Maximum allowed deviation of specified volume in decibels (dB)
Pitch Signal (toggleable) Scaling factor applied to the pitch of all samples in the bank
Pitch variance Signal Maximum allowed deviation of specified pitch in semitones
Replacer Settings node Allows bank to be controlled by a Replacer
Offset Signal Length of playback offset of the sample in ms. Override offset defined in "bank" properties.
Silence Signal Length of silence added in front of the sample in ms
Fade In Signal Time in ms it takes before the sample reaches full volume
Sustain Signal If the value is >0, the total playback length will become Fade In + Sustain + Fade Out
Fade Out Signal Time in ms it takes before the sample fully fades out
Output Ports
Name Type Description
Fade Out Signal Time in milliseconds it takes before the sample fully fades out.

Bus

Mixes down all audio streams fed to the "In" port to a single output.

Attributes
Category Name Description Range
General Channels Number of output channels [1, 8]
General Sample Rate Sample rate in Hertz Can be one of:
  • 8000
  • 11025
  • 16000
  • 32000
  • 44100
  • 48000
  • 64000
  • 96000
  • 192000
General Volume D B Volume modifier in decibels (dB) [-60, 12]
General Resampler Resampling method for converting between different sample rates
  • Point: No interpolation (fastest, least accurate)
  • Linear: Interpolation (slower, but more accurate than point)
  • FIR (4/8): FIR filter that implements resampling (slowest but most accurate)
N/A
General Channel Volume If enabled, input ports controlling the volumes of each output channel become available.
In order to work, a dedicated output channel amount must be selected in the "Channel" attribute. "Default" will not work.
true/false
Limitation Enable Limitation Enables Limitation and displays Limitation variables. true/false
Limitation Source Limit Max number of inputs allowed to play at the same time. Quietest ones are muted if the limit is exceeded. [1, 255]
Limitation Source Limit Type Specifies how the Source Limit is evaluated
  • Static: Limit is evaluated once at the beginning of playback
  • Dynamic: Limit is evaluated continuously during playback
N/A
Limitation Volume Compensation If enabled and a sound is discarded because of the Source Limit, the remaining sounds will receive a volume boost equal to the volume of the discarded sounds in order to preserve the input volume.

Example: Sound A is 1dB, B is 2dB, Source Limit is 1 (only one sound is allowed to play). Only B will play because it's louder, but it will play with a volume of 3dB. The 1dB volume of discarded A was added to the 2dB original volume of B.

true/false
Variable Var Name Defines which variable within the variables config file the bus feeds into.

Only available when a file is defined in Var Resource.

N/A
Variable Var Resource Filepath to Config file containing definitions of Variables N/A
Input Ports
Name Type Description
In Audio In Audio Input
Volume Signal (toggleable) Scaling factor applied to the gain.

Hidden if per-channel volumes are activated.

DSP Settings node Accepts a Filter or FilterChain
Volume0..7 Signal (toggleable) Scaling factor applied to the gain of the respective channels.

Only visible if per-channel volumes are activated and an output channel amount is specified.

Output Ports
Name Type Description
Out Audio Out N/A

Sound

The root node of a signal chain. Must be present in every chain in order for sound to be playable in-game, as this node serves as the "identifier" for the engine.

Attributes
Category Name Description Range
General Volume D B Volume modifier, in decibles (dB) [-60, 60]
General Priority Factor that is taken into account when determining which sources to keep or destroy in case the limit of playing sources is exceeded. Sounds with lower priority are more likely to be destroyed than sounds with higher priority. [0, 100]
General Delay Time Delay time in milliseconds before sound is played [0, 10000]
General Even No Repeat Time Time in milliseconds below which sound events with the same name will be ignored [0, 10000]
Flags No In Audible If enabled, sounds below the threshold of audibility are not played true/false
Flags Bypass Volume Test If enabled, volume is not considered when determining which sources to destroy in case the .acp limit of playing sources is exceeded true/false
Flags Speed Of Sound Simulation Simulates delayed playback due to the speed of sound true/false
Transformation Transformation Specifies the position from which this sound is played
  • Entity: Sound is played from the position of the entity which the .acp file is attached to
  • Bone: Sound is played from the bone specified in Bone Name on the entity which the .acp file is attached to
  • Offset: Sound is played from the position of the entity with the specified offset applied. A Sound Point can be specified in Offset Name
"Bone" and "Offset" types need a SoundComponent on the entity in order to work.
Transformation Static If enabled, the sound does not move with the entity but remains static at the initial playback position. true/false
Trigger Type Specifies how the sound is triggered
  • Continuous: Sound is triggered and continues to repeat if the value of the signal connected to the Trigger port is different from 0.
  • One shot: Sound is triggered once based on the values of Threshold and Reset.   
  • Timer: Periodically triggers the sound event, the period is defined by the Time attribute or the signal connected to the Trigger port. If the Time is 0, the sound is not triggered.
Trigger Threshold Value that the signal connected to the Trigger port needs to exceed before sound is triggered Threshold >= Reset
Trigger Reset Value below which the signal needs to be before the sound can be triggered again Reset <= Threshold
Slave Event Type If the sound is a slave (i.e. if the Master port is connected to another sound), this parameter defines its start/stop behavior in response to the master.
  • Start-Stop: Slave starts/stops when Master starts/stops
  • OnStart-Start: Slave starts when Master starts
  • OnStart-Stop: Slave stops when Master starts
Bounding Volume Type When different from None, sound position is moved to the closest point within the volume towards the camera.

Amplitude and Spatiality is calculated towards this closest point.

  • Sphere
  • Box
  • Cylinder
Variable Var Name Defines which variable within the variables config file the sound node feeds into.

Only available when a file is defined in Var Resource

n/a
Variable Var Resource Filepath to Config file containing definitions of Variables N/A
Input Ports
Name Type Description
In Audio In Audio Input
Volume Signal (toggleable) Multiplier for the value defined in the Item Details
Trigger Signal Accepts a signal whose value can be used to trigger playback of the sound
DSP Settings node Accepts a Filter or FilterChain
Master Master/Slave system Accepts the Slave output of a Sound node
Priority Signal Input signal value is added to the value defined in the node.
Output Ports
Name Type Description
Out Audio Out Audio Output
Slave Master/Slave system Connects to the "Master" node of another sound node
Aux Out Aux Out Allows the audio signal to be routed into an Aux Out node

Selector

This node gives the user the ability to split the signal chain into multiple branches. On playback, the Selector will select one branch to connect to the chain, and leave the others disconnected based on the value of the input signal.

Attributes
Category Name Description Range
Ports Min Lower bound of this port's range N/A
Ports Max Upper bound of this port's range N/A
Ports Volume Volume modifier in decibels applied to the branch connected to this port [-60, 12]
Ports Default If enabled, this port will be selected if the input signal does not fall within the range of any of the ports true/false
Input Ports
Name Type Description
Signal Signal Control signal whose value decides which of the following ports will be selected
User-defined ports Audio The branch connected to this port becomes the output if the control signal falls within the Min/Max range defined for this port
Output Ports
Name Type Description
Out Audio Out Audio Output

Generator

Outputs a variety of different waveforms as audio. Used primarily for testing/prototyping purposes.

Attributes
Category Name Description Range
General Function Specifies the function/shape of the generated waveform Can be one of:
  • Sine
  • Square
  • Sawtooth
  • Triangle
  • White noise
  • Pink noise
  • Brown noise
  • Silence
  • Pulse
  • One
General Channels Number of output channels [1, 8]
General Sample Rate Sample rate in Hertz Can be one of:
  • 8000
  • 11025
  • 16000
  • 32000
  • 44100
  • 48000
  • 64000
  • 96000
  • 192000
General Time Length of time in milliseconds that the sound lasts [0, 10000]
General Volume D B Volume modifier in decibels (dB) [-60, 60] dB
General Loop Count Number of times that the generated sound is repeated [0, 255]
General Frequency Frequency of the tone.
Hidden if not applicable to the Type.
[1, 20000]
General Termination fade out Fade out [ms] applied when source is terminated during playback [0, 10000]
Envelope Attack Shape Defines the curvature / shape of the attack (fade in) Defines the "shape" of the volume change during fade-in

https://www.desmos.com/calculator/s7z4sji5b5

  • Linear: Curve is linear
  • SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
  • Cos: Curve is "S-shaped", similar to SCurve
  • EPower (Equal Power) : If fade in and fade out happen at the same time, the equal power curve will ensure there's no "hole" in the overall volue (fade in * fade in + fade out * fade out = 1)
  • Exp: Exponential curve (gets steeper over time)
  • Quadratic:
Envelope Attack Length of the attack [ms] to reach the desired volume
If any of A/S/R is different from 0 then envelope is applied.
[0, 10000]
Envelope Sustain Time [ms] of Sustain
If any of A/S/R is different from 0 then envelope is applied.
[0, 10000]
Envelope Release Shape Defines the curvature / shape of the release (fade out) Defines the "shape" of the volume change during fade-out. Shapes are the same as attack shapes, but inverted.
  • Linear: Curve is linear
  • SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
  • Cos: Curve is "S-shaped", similar to SCurve
  • EPower (Equal Power) : If fade in and fade out happen at the same time, the equal power curve will ensure there's no "hole" in the overall volue (fade in * fade in + fade out * fade out = 1)
  • Exp: Exponential curve (gets steeper over time)
  • Quadratic:
Envelope Release Length of the release [ms] to "fade out" after the generator time
If any of A/S/R is different from 0 then envelope is applied.
[0, 10000]
Input Ports
Name Type Description
Volume Signal (toggleable) Scaling factor applied to the gain
Time Signal Length of time in milliseconds that the sound lasts
Frequency Signal (toggleable) Frequency of the tone
Output Ports
Name Type Description
Out Audio Out Audio Output

Constants

Allows to create static values that can be connected to input ports that take signal inputs.

Attributes
Category Name Description Range
Ports Value The value of each respective port N/A

No input ports.

Output Ports
Name Type Description
Variable amount of output ports Signal Outputs value specified in the item attributes

Shader

Applies panning and attenuation based on the spatial relation between the in-game listener and sound emitter.

Attributes
Category Name Description Range
General Reverse Panning If enabled, the panning applied by the Shader is reversed (i.e. sounds coming from the left are panned to the right and vice-versa) true/false
General ITD If enabled, a short delay is applied to one channel based on the spatial relation between the listener and emitter.

This simulates the interaural time difference (ITD) that humans rely on for localising sounds.

ITD is only applied if headphones mode is enabled in the game's settings, as this happens naturally when using speakers.
true/false
Input Ports
Name Type Description
In Audio In Audio Input
Spatiality Settings node Accepts a Spatiality node that defines the spatial factor (i.e. the blend between the unprocessed and panned versions of the sound) based on the distance / spatial relation between the listener and sound emitter
Amplitude Settings node Accepts an Amplitude node that defines how amplitude attenuation is applied based on the distance between the listener and sound emitter
Frequency Settings node Accepts a Frequency node that defines how frequency attenuation is applied based on the distance between the listener and sound emitter
DSP Settings node Accepts a Filter or FilterChain node
Incident angle (azimuth) Signal (toggleable) This port can be used to define the direction that the sound is perceived to be coming from.

Using this feature overrides the default panning calculated from the positions of the listener and emitter. The value of the input is assumed to be in radians with a counter-clockwise rotation convention.

Output Ports
Name Type Description
Out Audio Out Audio Output

Amplitude

Settings node designed for use with Shader. Contains parameters that control the degree of amplitude attenuation that is applied by the Shader.

Attributes
Category Name Description Range
Amplitude Curve Defines how the attenuation changes with distance - that is, the function that the attenuation vs. distance curve adheres to.
  • Linear
  • SCurve
  • Logarithm
  • 1/r
  • Custom
Amplitude Inner Range Distance in metres defining a radius around the emitter in which no volume attenuation occurs [0, 100]
Amplitude Outer Range Distance in metres at which the sound becomes fully muted. Fade-in starts at the end of the Inner Range [0, 10000]
Amplitude Slope Factor Factor at which the curve slopes. 100 makes the curve linear.

Only available for the "1/r" Curve type

[0, 100]
Amplitude Attenuation Curve Allows to plot a custom attenuation curve within the Curve Editor.

Only available for the "Custom" Curve type

N/A
Directivity Enable Directivity If enabled, a Directivity Curve can be set. true/false
Directivity Directivity Curve Sets the directivity curve which allows to attenuate sound based on angle.

Directivity factor is:

  • 1 if listener is directly in front of the emitter,
  • 0 if directly behind the emitter.
  • 0.5 if 90° from it (left or right)
Only visible if Enable Directivity is enabled.
N/A
Variable Var Name Defines which variable within the variables config file the amplitude node feeds into.
Only available when a file is defined in Var Resource.
n/a
Variable Var Resource Filepath to Config file containing definitions of Variables N/A

No input ports.

Output Ports
Name Type Description
Out Audio Out Audio Output

Frequency

Settings node designed for use with Shader. Contains parameters that control the degree of frequency attenuation that is applied by the Shader.

Attributes
Category Name Description Range
General Dynamic Update If enabled, the filter settings are updated during playback true/false
Distance Attenuation Enable Distance Att If enabled, filtering due to distance attenuation is applied true/false
Distance Attenuation Type Type of filter applied
  • AirAbsorption: Applies a custom filter that models the physical effect of distance on the frequency content of sound propagating through air. Deatiled information here.
  • AirAbsorbtionLite: Combination of biquad low pass and variable roll of low pass filter that models the physical effect of distance on the frequency content of sound propagating through air.
  • Lowpass: Applies a generic lowpass filter with tweakable parameters. Greater flexbility in Sound Design, but for Air Absorption less physically accurate than the dedicated filter models.
Distance Attenuation Filter Strength (AirAbsorption models only) Scaling factor for AirAbsorption filter.
Only available if the "AirAbsorption" or "AirAbsortionLite" Type is selected.
[0, 4]
Distance Attenuation Inner Range Distance in metres up tp which the filter's cutoff frequency remains at the maximum value specified by Cutoff Max
Only available if the "LowPass" Type is selected.
[0, 100]
Distance Attenuation Outer Range Distance in metres at which the filter's cutoff frequency is at the minimum value specified by Cutoff Min
Only available if the "LowPass" Type is selected.
[0, 10000]
Distance Attenuation Slope Factor Controls the slope of the filter; analogous to the "Q factor" of the filter
Only available if the "LowPass" Type is selected.
[0.01, 100]
Distance Attenuation Cutoff Max Maximum cutoff frequency of the filter when distance <= Inner Range
Only available if the "LowPass" Type is selected.
[100, 16000]
Distance Attenuation Cutoff Min Minimum cutoff frequency of the filter when distance >= Outer Range
Only available if the "LowPass" Type is selected.
[100, 16000]
Directivity Enable If enabled, low-pass filtering due to source directivity is applied.

Activates the Directivity input port.

true/false
Directivity Directivity Factor The degree to which sound is affected by the filter (0 = no filtering) [0, 1]
Terrain Effects Terrain Effects Enables occlusion caused by the terrain.
The terrain needs to have a generated SoundMap for it to work.
true/false
Input Ports
Name Type Description
Directivity Factor Signal (toggleable) The degree to which sound is affected by the filter (0 = no filtering, 1 0 full filtering.)
Only becomes visible when Directivity is enabled in the node's Item Attributes.
Rolloff Signal (toggleable) Roloff of the filter
Cutoff Frequency Signal (toggleable) Cutoff Frequency of the filter.
Settings via input ports will not override the node's settings, but rather stack with them.
Output Ports
Name Type Description
Out Settings node Frequency output to be used on the Shader's Frequency input.

Spatiality

Settings node designed for use with Shaders. The purpose of this node is to provide the connected Shader(s) with a Spatial Factor value that controls how spatialised the output from the Shader(s) are.
This Spatial Factor controls the blending between unprocessed and spatialised (i.e. panned) sound. A value of 0 informs the connected Shader that no panning should be applied while a value of 1 indicates that the sound should be fully panned.

Attributes
Category Name Description Range
Spatiality Spatial Factor Source Defines where the spatial factor is taken from.

See the Spatial Factor Sources table below for more details.

  • Value
  • Curve
  • Signal
  • AzimuthCurve
Spatiality Value When this option is selected, the spatial factor is defined by a constant value in the range [0, 1]
Only available when the "Value" Spatial Factor Source is selected.
[0, 1] defined as static value
Spatiality Curve When this option is selected, the Curve Editor becomes available, in which the user can define the relationship between the distance to the sound emitter and the spatial factor.

Only available when the "Curve" Spatial Factor Source is selected.

[0, 1] defined in Curve Editor
Spatiality Signal When this option is selected, the spatial factor is defined by the value of the signal connected to the Spatial Factor input port which becomes available.

Only available when the "Signal" Spatial Factor Source is selected.

[0, 1] from Spatial Factor signal input
Spatiality AzimuthCurve (Curve0, Curve90) Same as "Curve", but using two different curves.

Curve0 defines the Spatial Factor for when the sound emitter is directly in front or behind the listener, Curve90 defines the Spatial Factor for when the sound emitter is directly to the left or right of the emitter. The Spatial Factor will interpolate for angles in between. Only available when the "AzimuthCurve" Spatial Factor Source is selected.

[0, 1] defined in Curve Editor
Input Ports
Name Type Description
Spatial Factor Signal (toggleable) The degree to which sound is spatialised.
Only becomes visible when the "Signal" Spatial Factor Source type is selected in the node's Item Attributes.
Output Ports
Name Type Description
Out Settings node Spatiality output to be used on the Shader's Spatiality input.

FilterChain

Enables the grouping of multiple DSP nodes together in series. The individual DSP effects are applied in the order that they are connected to the FilterChain.

Attributes
Category Name Description Range
General Ports Amount of available input ports [2, 16]
Input Ports
Name Type Description
User-defined ports Settings node Accepts a Filter output
Output Ports
Name Type Description
Out Settings node To be used in another node's DSP input.

Filter

Settings node that applies a specified DSP effect to the node(s) to which it is connected.

Attributes
Category Name Description Range
General Wet Dry Blend of the dry (unprocessed) and wet (processed) versions of the input sound [0, 1]
General Volume Volume modifier (decibels) [-60, 12]
General DSP Object Class of the DSP effect to be used N/A
Input Ports
Name Type Description
Wet Dry Signal (toggleable) Blend of the dry (unprocessed) and wet (processed) versions of the input sound [0, 1]
Volume Signal (toggleable) Scaling factor applied to the gain
Output Ports
Name Type Description
Out Audio Out Audio Output

Playlist

Inputs connected to this node will play in sequence, according to the order in which they are connected to it.

Attributes
Category Name Description Range
Unsorted Ports Amount of available input ports [1, 16]
Input Ports
Name Type Description
User-defined ports Audio In Audio Input
Output Ports
Name Type Description
Out Audio Out Audio Output

Replacer

Settings node designed to be used with the Replacer input ports of Banks. Enables the user to replace a string in the filepaths of all samples in the connected Bank.

Attributes
Category Name Description Range
Strings String to replace The string, searched for in the filepaths of all samples in the connected Bank, that we wish to replace. N/A
Strings Replacement strings A list of candidate replacement strings and signal value pairs.

A Replacement string from the list replaces String to replace in the filepaths of the connected bank's samples if its corresponding signal value matches that of the Control signal.

0..64 entries
Input Ports
Name Type Description
Control Signal Signal Signal which will be evaluated in Replacement strings.
Output Ports
Name Type Description
Out Settings node To be used in a Bank's Replacer input port.

Stream

Abstract node used for connecting streaming audio (e.g voice chat) to a signal chain created in the Audio Editor.

Attributes
Category Name Description Range
General ID ID string corresponding to the target stream ID defined in gamecode. N/A

No input ports.

Output Ports
Name Type Description
Out Audio out Audio Output.
Cannot be connected to Selectors or Playlists due to the nature of the node.

AuxOut

Accepts one or more Sound nodes as input and routes the output of those node(s) to the connected Mixer port.

Attributes
Category Name Description Range
General Volume Volume in decibels (dB), applied to all samples in the bank [-60, +60]
General Mono Mix Value between 0 and 1 that controls the mix between the unaltered output and a mono-downmixed version of the output [0, 1]
Input Ports
Name Type Description
Sound Sound node The output from the sound node(s) connected to this port will be mixed down and sent to the output.
Volume Signal (toggleable) Scaling factor applied to the output gain.
Mono Mix Signal (toggleable) Value between 0 and 1 that controls the mix between the unaltered output and a mono-downmixed version of the output.
DSP Settings node Accepts a Filter or FilterChain node.
Output Ports
Name Type Description
Out Audio out Audio Output to be connected with a Mixer node.

Variable

Abstract node that outputs the value of a specified audio variable.

Attributes
Category Name Description Range
General Curve Opens the Curve Editor, in which a relation between variable value and output signal can be set. N/A
Variable Var Name Defines which variable within the variables config file the node reads from.
Only available when a file is defined in Var Resource.
N/A
Variable Var Resource Filepath to Config file containing definitions of variables. N/A

No input ports.

Output Ports
Name Type Description
Out Signal Signal value output (float)

Switch

This node is similar to the Selector node, but gives the user the ability to switch between ports during sound playback.

Attributes
Category Name Description Range
Unsorted Crossfade Time Time to crossfade between previous and currently playing port. [100, 100000] ms
Ports Min Lower bound of this port's range [-inf, inf]
Ports Max Upper bound of this port's range [-inf, inf]
Ports Volume Volume modifier [dB] applied to the branch connected to this port [-60, 12] dB
Ports Default If enabled, this port will be selected if the input signal does not fall within the range of any of the ports True/False
Input Ports
Name Type Description
Signal Signal Control signal whose value decides which of the following ports will be selected
(Varying number of user-defined ports) Audio The branch connected to this port becomes the output if the control signal falls within the Min/Max range defined for this port
Output Ports
Name Type Description
Out Audio Out Audio Output


External References