Audio Editor: Nodes – Arma Reforger

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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:
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 node that outputs an audio waveform: either a Bank or a Generator
* a Sound node
* a Sound node
{{TOC|subtoc|content=
* 1 {{Link|#Audio Editor Node Types}}
* 2 {{Link|#Signal Editor Node Types}}
* 3 {{Link|#External References}}
}}
== Audio Editor Node Types ==


Nodes can be grouped into two main categories: {{Link|#Resource Nodes}} and {{Link|#Local Nodes}}.
Nodes can be grouped into two main categories: {{Link|#Resource Nodes}} and {{Link|#Local Nodes}}.
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|
|
{{TOC|subtoc
{{TOC|subtoc
|title= Groups
| title= Groups
|content=
| content=
* {{Link|#Resource Nodes}}
* {{Link|#Resource Nodes}}
* {{Link|#Local Nodes}}
* {{Link|#Local Nodes}}
* {{Link|#ACP Nodes}}
}}
}}
|
|
{{TOC|subtoc
{{TOC|subtoc
|title= Nodes
| title= Nodes
|content=
| content=
{{Columns|4|
{{Columns|4|
* {{Link|#Mixer (aka OutputState aka FinalMix)}}
* {{Link|#OutputState}}
* {{Link|#FinalMix}}
* {{Link|#Mixer}}
* {{Link|#Signal}}
* {{Link|#Signal}}
* {{Link|#BankLocal}}
* {{Link|#BankLocal}}
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* {{Link|#AuxOut}}
* {{Link|#AuxOut}}
* {{Link|#Variable}}
* {{Link|#Variable}}
* {{Link|#Switch}}
}}
}}
}}
}}
|}
|}


=== Resource Nodes ===
== Resource Nodes ==


<h4><span style="display: none" id="OutputState">OutputState</span></h4>
<h4><span style="display: none" id="OutputState">OutputState</span></h4>
<h4><span style="display: none" id="FinalMix">FinalMix</span></h4>
<h4><span style="display: none" id="FinalMix">FinalMix</span></h4>
==== Mixer ====
=== Mixer ===


''aka '''OutputState''' aka '''FinalMix'''''
''aka '''OutputState''' aka '''FinalMix'''''
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No output ports.
No output ports.


==== Signal ====
=== 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.
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 {{Link|Arma Reforger:Audio Editor: Nodes#Signal Editor Nodes|Signal Editor}} by double-clicking on the node.
The internal logic that defines the input/output behavior can be edited inside the {{Link|Arma Reforger:Audio Editor: Nodes#Signal Editor Nodes|Signal Editor}} by double-clicking on the node.
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Output ports depend on the internal signal setup.
Output ports depend on the internal signal setup.


=== Local Nodes ===


==== BankLocal ====
== Local Nodes ==
 
=== BankLocal ===
 
{| class="wikitable align-center-col-4"
{| class="wikitable align-center-col-4"
|+ Attributes
|+ Attributes
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|}
|}


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


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|}
|}


==== Sound ====
=== 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.
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.


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|}
|}


==== Selector ====
=== Selector ===
 
This node gives the user the ability to split the signal chain into multiple branches.
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.
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.
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|}
|}


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


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|}
|}


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


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|}
|}


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


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|}
|}


==== Amplitude ====
=== Amplitude ===
 
Settings node designed for use with {{Link|#Shader}}.
Settings node designed for use with {{Link|#Shader}}.
Contains parameters that control the degree of amplitude attenuation that is applied by the Shader.
Contains parameters that control the degree of amplitude attenuation that is applied by the Shader.
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| Directivity
| Directivity
| Directivity Curve
| Directivity Curve
| Sets the directivity curve which allows to attenuate sound based on the directivity factor.
| Sets the directivity curve which allows to attenuate sound based on angle.
The directivity factor is based on the relative direction from the listener to the emitter.


Directivity factor is:
Directivity factor is:
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|}
|}


==== Frequency ====
=== Frequency ===
 
Settings node designed for use with {{Link|#Shader}}.
Settings node designed for use with {{Link|#Shader}}.
Contains parameters that control the degree of frequency attenuation that is applied by the Shader.
Contains parameters that control the degree of frequency attenuation that is applied by the Shader.
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| Directivity
| Directivity
| Enable
| Enable
| If enabled, low-pass filtering due to source directivity is applied.  
| If enabled, low-pass filtering due to source directivity is applied.
Activates the Directivity input port.
Activates the Directivity input port.
| true/false
| true/false
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| Terrain Effects
| Terrain Effects
| Terrain Effects
| Terrain Effects
| Enables occlusion caused by the terrain.  
| Enables occlusion caused by the terrain.
{{Feature|important|The terrain needs to have a generated SoundMap for it to work.}}
{{Feature|important|The terrain needs to have a generated SoundMap for it to work.}}
| true/false
| true/false
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|}
|}


==== Spatiality ====
=== Spatiality ===
 
Settings node designed for use with {{Link|#Shaders}}.
Settings node designed for use with {{Link|#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.<br>
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.<br>
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|}
|}


==== FilterChain ====
=== 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.
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.
{| class="wikitable align-center-col-4"
{| class="wikitable align-center-col-4"
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|}
|}


==== Filter ====
=== Filter ===
 
Settings node that applies a specified DSP effect to the node(s) to which it is connected.
Settings node that applies a specified DSP effect to the node(s) to which it is connected.
{| class="wikitable align-center-col-4"
{| class="wikitable align-center-col-4"
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|}
|}


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


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|}
|}


==== Replacer ====
=== Replacer ===
 
Settings node designed to be used with the Replacer input ports of {{Link|#BankLocal|Banks}}. Enables the user to replace a string in the filepaths of all samples in the connected Bank.
Settings node designed to be used with the Replacer input ports of {{Link|#BankLocal|Banks}}. Enables the user to replace a string in the filepaths of all samples in the connected Bank.


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|}
|}


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


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|}
|}


==== AuxOut ====
=== AuxOut ===
 
Accepts one or more {{Link|#Sound}} nodes as input and routes the output of those node(s) to the connected {{Link|#Mixer}} port.
Accepts one or more {{Link|#Sound}} nodes as input and routes the output of those node(s) to the connected {{Link|#Mixer}} port.


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|}
|}


==== Variable ====
=== Variable ===
 
Abstract node that outputs the value of a specified {{Link|Arma Reforger:Audio Editor: Audio Variables|audio variable}}.
Abstract node that outputs the value of a specified {{Link|Arma Reforger:Audio Editor: Audio Variables|audio variable}}.


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|}
|}


=== Switch ===


== Signal Editor Node Types ==
This node is similar to the {{Link|#Selector}} node, but gives the user the ability to switch between ports during sound playback.


{| class="valign-top"
{| class="wikitable align-center-col-4"
|
|+ Attributes
{{TOC|subtoc
! Category
|title= Groups
|content=
* {{Link|#Interfacing Nodes}}
* {{Link|#Value-Generating Nodes}}
* {{Link|#Math Operators and Logic Nodes}}
* {{Link|#Exponential Group Nodes}}
* {{Link|#Conversion Group Nodes}}
* {{Link|#Saturation Group Nodes}}
* {{Link|#Trigonometric Group Nodes}}
}}
|
{{TOC|subtoc
|title= Nodes
|content=
{{Columns|6|
* {{Link|#Input}}
* {{Link|#Output}}
* {{Link|#Value}}
* {{Link|#Variable}}
* {{Link|#Random}}
* {{Link|#Generator 2|Generator}}
* {{Link|#Time}}
* {{Link|#LFO}}
* {{Link|#Curve Modulator}}
* {{Link|#Square Modulator}}
* {{Link|#Sum}}
* {{Link|#Sub}}
* {{Link|#Mul}}
* {{Link|#Div}}
* {{Link|#Remainder}}
* {{Link|#Mod}}
* {{Link|#Min}}
* {{Link|#Max}}
* {{Link|#Abs}}
* {{Link|#Pow}}
* {{Link|#Cond}}
* {{Link|#Converter}}
* {{Link|#Interpolate}}
* {{Link|#Env}}
* {{Link|#Smoother}}
* {{Link|#Average}}
* {{Link|#Filter 2|Filter}}
* {{Link|#Delta}}
* {{Link|#Exp}}
* {{Link|#Ln}}
* {{Link|#Log2}}
* {{Link|#Log10}}
* {{Link|#Db2Gain}}
* {{Link|#Gain2Db}}
* {{Link|#St2Gain}}
* {{Link|#Gain2St}}
* {{Link|#Freq2Oc}}
* {{Link|#Freq2Mel}}
* {{Link|#Mel2Freq}}
* {{Link|#Floor}}
* {{Link|#Ceil}}
* {{Link|#Round}}
* {{Link|#Clamp}}
* {{Link|#ClampMin}}
* {{Link|#ClampMax}}
* {{Link|#Sin}}
* {{Link|#Cos}}
* {{Link|#Tan}}
* {{Link|#ASin}}
* {{Link|#ACos}}
* {{Link|#ATan}}
}}
}}
|}
 
=== Interfacing Nodes ===
 
==== Input ====
Creating an Input node will automatically create a corresponding input port on the Signal node within the {{Link|Arma Reforger:Audio Editor}}.
It allows the usage of game data within the Signal Editor in two ways:
 
* Inside the Audio Editor, another node can be connected to the {{Link|#Signal}} node's inputs ports. The corresponding Input nodes within the Signal will then use the value passed from the connected node.
* Giving an Input node the same name as a Signal passed via script or present on the connected entity's SignalsManagerComponent will automatically cause the node to use the respective values.<br><!--
-->e.g naming an Input node "Distance" will result in that it returns the distance from the listener to the entity.
 
; Naming Conventions
Input nodes that are designed to be fed from {{Link|#Constants}} nodes will be NAMED_IN_ALLCAPS.
The respective Constant output ports get the exact same name.
 
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Name
! Description
! Description
! Range
! Range
! Input port
|-
|-
| Global
| Unsorted
| If true and the {{hl|.acp}} file using the Signal is attached to a SoundComponent, the signal name will be looked up in the list of global game signals instead of the connected entity.
| Crossfade Time
| true/false
| Time to crossfade between previous and currently playing port.
| {{Icon|unchecked}}
| [100, 100000] ms
|}
|-
 
| Ports
==== Output ====
| Min
Creating an Output node will automatically create a corresponding output port on the Signal node within the {{Link|Arma Reforger:Audio Editor}}.
| Lower bound of this port's range
It allows the usage of data processed within the Signal Editor to be used within the Audio Editor.
| [-inf, inf]
 
|-
No attributes.
| Ports
 
| Max
=== Value-Generating Nodes ===
| Upper bound of this port's range
 
| [-inf, inf]
==== Value ====
|-
The Value node will always output a single, specified value.
| Ports
{{Feature|informative|For readability, it can make sense to change the node's name or comment to the specified value.}}
| Volume
 
| Volume modifier [dB] applied to the branch connected to this port
{| class="wikitable align-center-col-4"
| [-60, 12] dB
|+ Attributes
! Name
! Description
! Range
! Input port
|-
|-
| Value
| Ports
| The value the node is supposed to output.
| Default
| [-9223372036854775808, 9223372036854775808]
| If enabled, this port will be selected if the input signal does not fall within the range of any of the ports
| {{Icon|unchecked}}
| True/False
|}
|}


==== Variable ====
{| class="wikitable"
The Variable node outputs the current Value of an audio variable.<!-- TODO: link -->
|+ Input Ports
 
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Name
! Type
! Description
! Description
! Range
! Input port
|-
|-
| Var Name
| Signal
| Defines which variable from within the Variable Resource the node will output.
| Signal
| {{n/a}}
| Control signal whose value decides which of the following ports will be selected
| {{Icon|unchecked}}
|-
|-
| (Varying number of user-defined ports)
| Var Resource
| Audio
| Defines which Variable config file will be accessed.
| The branch connected to this port becomes the output if the control signal falls within the Min/Max range defined for this port
| {{n/a}}
| {{Icon|unchecked}}
|}
|}


==== Random ====
{| class="wikitable"
The Random node will output a random number within a specified min/max range.
|+ Output Ports
 
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Name
! Type
! Description
! Description
! Range
! Input port
|-
|-
| Min
| Out
| Minimum value that can be generated.
| Audio Out
| [-9223372036854775808, 9223372036854775808]
| Audio Output
| {{Icon|unchecked}}
|-
| Max
| Maximum value that can be generated.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|unchecked}}
|-
| Update Rate
| Defines the rate at which the node will generate random values.
|
* Every Get: generate a random value on each request (Could be multiple times per frame).
* Every OnFrame: generate a random value once per frame.
* Once: generate a random value once and then continue outputting it on every successive get.
| {{Icon|unchecked}}
|}
|}


==== Generator ====
The Generator node generates "impulses" of a specified Value in one frame in specified intervals.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Value To Generate
| The value which will be generated.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|unchecked}}
|-
| Interval
| The interval in milliseconds between each value generation.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|unchecked}}
|}
==== Time ====
The Time node continuously outputs either the time a sound instance has existed or the time the world has been running on the client's machine (in milliseconds).
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Time Type
| Defines what time in milliseconds the node outputs.
|
* Life Time: Outputs the time in milliseconds the sound instance has existed so far. If the node is used by more than one sound that plays from the same {{hl|.acp}} at the same time, it will output the Life Time of the first sound that was triggered.
* World Time: Outputs the time in milliseconds the world has been running on the local machine so far ('''not''' how long it has been running on the server).
| {{Icon|unchecked}}
|}
==== LFO ====
The L(ow)F(requency)O(scillation) node {{Link|https://en.wikipedia.org/wiki/Low-frequency_oscillation|oscillates}} between 0 and 1 in a specified shape.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Frequency
| Defines the LFO cycle's duration in seconds.
| {{n/a}}
| {{Icon|unchecked}}
|-
| Shape
| The shape used for oscillation.
|
* Sine
* Triangle
* Square
* Saw
| {{Icon|unchecked}}
|}
==== Curve Modulator ====
The Curve Modulator node allows it to plot modulation curves by defining the curve's single points.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Points
| Allows to add points to the curve.
| {{n/a}}
| {{Icon|unchecked}}
|-
| Points: Time
| The time in milliseconds it takes to interpolate from the previous Value to the one of this point.
| [1, 1000000]
| {{Icon|unchecked}}
|-
| Points: Time Variance
| The allowed maximum deviation from the specified point Value.
| [0, 500000]
| {{Icon|unchecked}}
|-
| Points: Value
| The value of the point.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|unchecked}}
|-
| Points: Value Variance
| The allowed maximum deviation from the specified point Value.
| [0, 500000]
| {{Icon|unchecked}}
|}
==== Square Modulator ====
The Square Modulator node allows it to generate a sequence of pulses with specified peak values,
peak lengths and gaps between peaks.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Points
| Allows to add points to the curve.
| {{n/a}}
| {{Icon|unchecked}}
|-
| Points: Value
| The value of the peak.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|unchecked}}
|-
| Points: Value Variance
| The allowed maximum deviation from the specified point Value.
| [0, 500000]
| {{Icon|unchecked}}
|-
| Points: Peak
| The time in milliseconds the Value will be held before going back to 0.
| [1, 1000000]
| {{Icon|unchecked}}
|-
| Points: Peak Variance
| The allowed maximum deviation from the specified Peak time.
| [0, 500000]
| {{Icon|unchecked}}
|-
| Points: Gap
| The time in milliseconds the Value will remain at 0 before reaching the next Point.
| [1, 1000000]
| {{Icon|unchecked}}
|-
| Points: Gap Variance
| The allowed maximum deviation from the specified Gap time.
| [0, 500000]
| {{Icon|unchecked}}
|}
=== Math Operators and Logic Nodes ===
==== Sum ====
The Sum node outputs the sum of all input nodes (simple addition).
No attributes.
==== Sub ====
The Sub(traction) node subtracts the Subtracter value from the Input value and outputs the result.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Subtracter
| Defines the value which will get subtracted from the input value.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}
==== Mul ====
The Mul(tiplication) node outputs the product of all inputs.
No attributes.
==== Div ====
The Div(ision) node outputs the quotient of the dividend (Input) and the Divisor.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Divisor
| Defines the value by which the input value will get divided.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}
==== Remainder ====
The Remainder node outputs the remainder of a division. The remainder is the value that is left when the Input (dividend) is not completely divisible by the Divisor.
; Formula
remainder = dividend - (divisor * roundedQuotient)
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Divisor
| Defines the value which will be used as the Divisor.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}
==== Mod ====
The Mod(ulo) node outputs the modulus of a division. It is essentially the same as the {{Link|#Remainder}} node, but will floor the Quotient.
; Formula
modulus = dividend - (divisor * flooredQuotient)
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Divisor
| Defines the value which will be used as the Divisor.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}
==== Min ====
The Min(imum) node will always output the smallest of the input values fed into it.
No attributes.
==== Max ====
The Max(imum) node will always output the largest of the input values fed into it.
No attributes.
==== Abs ====
The Abs(olute) node will always output the {{Link|https://en.wikipedia.org/wiki/Absolute_value|absolute value}} of an input value.
Simply put, it makes sure that the output value is always positive.
No attributes.
==== Pow ====
The Pow(er) node outputs a power, in which the Input is set to the power of Exponent.
; Formula
output = input^exponent
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Exponent
| Defines the value of the exponent.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}
==== Cond ====
The Cond(ition) node compares the Input value against a Comparator value and returns 1 if the Condition is met, 0 if not.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Condition Type
| Defines the Condition the comparison has to meet for the node to return 1.
|
; Available operators
* {{hl|1= ==}} (Input and Comparator must be equal)
* {{hl|1= !=}} (Input and Comparator must be different)
* {{hl|>}} (Input must be greater than Comparator)
* {{hl|1= >=}} (Input must be greater than or equal to Comparator)
* {{hl|<}} (Input must be less than Comparator)
* {{hl|1= <=}} (Input must be less than or equal to Comparator)
| {{Icon|unchecked}}
|-
| Comparator
| The value the Input value is compared against.
|
| {{Icon|checked}}
|}
==== Converter ====
The Converter node allows it to output custom values if the Input falls within specified ranges.
If the input value does not fall within these ranges, a Default value is used.<br>
Depending on the node's settings, this Default value can either be
* specified in the node's Attributes (or fed via the Default input port) or
* the Input value.
{{Feature|informative|The defined range will be [min, max), meaning the the min value is included,
the max value is not.}}
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Default
| Defines the default value which will be returned of the Input value does not fall within any Interval.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|-
| Default from Input
| If true, the node will output the Input value directly if it does not fall within any Interval.
| true/false
| {{Icon|unchecked}}
|-
| Intervals
| Allows to define the node's Intervals/Ranges.
| {{n/a}}
| {{Icon|unchecked}}
|-
| Intervals: Min
| Defines the minimum (included) value of the interval.
|
| {{Icon|unchecked}}
|-
| Intervals: Max
| Defines the maximum (not included) value of the interval.
|
| {{Icon|unchecked}}
|-
| Intervals: Out
| Defines the output value if the Input value lies within the range.
|
| {{Icon|unchecked}}
|}
==== Interpolate ====
The Interpolate node allows it to smoothly interpolate between two Output values (Y) based on an Input value (X).
* If the Input value is <= X min, the Output will be Y min.
* If the Input value is >= X max, the Output will be Y max.
* If the Input value is in between X min and X max, the Output value depends on the interpolation parameters.
; Example
X min = 10, X max = 20
Y min = 0, Y max = 1
input = 15
input is right in-between 10 and 20
brought to Y range, output is 0.5
{{Feature|informative|The min values do not have to be smaller than the max values.}}
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| X min
| Defines the the Input value at which the interpolation starts. Output value == Y min.
| [-9223372036854775808, 9223372036854775808]
| rowspan="4" | {{Icon|checked}}
|-
| X max
| Defines the the Input value at which the interpolation ends. Output value == Y max.
| [-9223372036854775808, 9223372036854775808]
|-
| Y min
| Defines the minimum output value.
| [-9223372036854775808, 9223372036854775808]
|-
| Y max
| Defines the maximum output value.
| [-9223372036854775808, 9223372036854775808]
|-
| Fade In Type
| rowspan="2" | Defines the curve function of the interpolation.
{{Feature|important|Only available if Clamp is activated.}}
| rowspan="2" |
* Linear: Curve is linear
* SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
* Power of...
| rowspan="2" | {{Icon|unchecked}}
|-
| Fade Out Type
|-
| Clamp
| If activated, the interpolation is limited to Y min / Y max. If deactivated, the interpolation can continue in both directions and will keep the correlation between X and Y.
| true/false
| {{Icon|unchecked}}
|-
| Enable Custom Curve
| Allows it to define a custom correlation between Input (X) and Output (Y) in the Curve Editor. Will disable all other attributes.
| {{n/a}}
| {{Icon|unchecked}}
|}
==== Env ====
The Env(elope) node allows it to smoothly interpolate from 0 to 1 and then back from 1 to 0 based on an Input value.
* Between an Input value of A and B, the Output will interpolate from 0 to 1.
* Between B and C, the Output will remain 1.
* Between C and D, the Output will interpolate back to 0.
; Example
A = 1, B = 4, C = 6, D = 10
Input = 0: result = 0
Input = 1: result = 0
Input = 2: result = 0.333
Input = 3: result = 0.666
Input = 4..6: result = 1
Input = 7: result = 0.75
Input = 8: result = 0.5
Input = 9: result = 0.25
Input = 10: result = 0
Input = 11: result = 0
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| A
| Defines the the Input value at which the first interpolation starts. Output value == 0.
| [-9223372036854775808, 9223372036854775808]
| rowspan="4" | {{Icon|checked}}
|-
| B
| Defines the the Input value at which the first interpolation ends. Output value == 1.
| [-9223372036854775808, 9223372036854775808]
|-
| C
| Defines the the Input value at which the second interpolation starts. Output value == 1.
| [-9223372036854775808, 9223372036854775808]
|-
| D
| Defines the the Input value at which the second interpolation ends. Output value == 0.
| [-9223372036854775808, 9223372036854775808]
|-
| Fade In Type
| rowspan="2" | Defines the curve function of the interpolation.
{{Feature|important|Only available if Clamp is activated.}}
| rowspan="2" |
* Linear: Curve is linear
* SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
* Power of...
| rowspan="2" | {{Icon|unchecked}}
|-
| Fade Out Type
|}
==== Smoother ====
The Smoother node smoothes out changes in the Input by interpolating from the old to the new value over time.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Fade In Time
| Time in milliseconds the interpolation will take if the input value increased.
| [999999999]
| {{Icon|unchecked}}
|-
| Fade Out Time
| Time in milliseconds the interpolation will take if the input value decreased.
| [999999999]
| {{Icon|unchecked}}
|-
| Fade In Type
| rowspan="2" | Defines the curve function of the interpolation.
{{Feature|important|Only available if Clamp is activated.}}
| rowspan="2" |
* Linear: Curve is linear
* SCurve: Curve is "S-shaped". with a steep middle-part (volume = -6db when time = 50%) and gentle beginning and ending
* Power of...
| rowspan="2" | {{Icon|unchecked}}
|-
| Fade Out Type
|}
==== Average ====
The Average node Outputs the average of the Input values within a specified number of frames.
{{Feature|informative|
The node is (obviously) framerate-dependent and therefore not reliable when requiring accurate timings; e.g. when storing 30 frames:
* Running the game at (constant) 30 FPS will result in getting the average of the last second.
* Running the game at (constant) 60 FPS will result in getting the average of the last 1/2 second.
}}
; Formula
average = frameValueSums / framesNumber
// e.g capacity = 3, frame1 = 50, frame2 = 100, frame3 = 120
// average = (50 + 100 + 120) / 3 = 90
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Capacity
| Defines how many frames will be stored and evaluated.
| [0, 128]
| {{Icon|unchecked}}
|}
==== Filter ====
The Filter node is one-pole low-pass filter.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Frequency
| Cut-off frequency
| {{n/a}}
| {{Icon|checked}}
|}
==== Delta ====
The Delta node outputs change of input over time.
; Formula
out = (in - inLast) / timeSlice
No attributes.
=== Exponential Group Nodes ===
==== Exp ====
The Exp(onential) node multiplies the Input value with {{Link|https://en.wikipedia.org/wiki/E_(mathematical_constant)|{{hl|e}} (Euler's Number)}}.
No attributes.
==== Ln ====
The Ln node outputs the {{Link|https://en.wikipedia.org/wiki/Natural_logarithm|Natural Logarithm}} of the Input value.
No attributes.
==== Log2 ====
The Log2 node outputs the {{Link|https://en.wikipedia.org/wiki/Binary_logarithm|Binary Logarithm}} of the Input value.
No attributes.
==== Log10 ====
The Log10 node outputs the Decadic Logarithm (or {{Link|https://en.wikipedia.org/wiki/Common_logarithm|Common Logarithm}} of the Input value.
No attributes.
=== Conversion Group Nodes ===
==== Db2Gain ====
The D(eci)b(el)2Gain node converts an Input value (in dB) and outputs it as Gain.
; Formula
gain = 10^(input / 20)
No attributes.
==== Gain2Db ====
The Gain2D(eci)b(el) node converts an Input value (in Gain) and outputs it as dB.
{{Feature|informative|The initial/reference gain value will always be 1.}}
; Formula
decibel = 20 * log10(input)
No attributes.
==== St2Gain ====
The S(emi)t(ones)2Gain node converts an Input value (in SemiTones) and outputs it as a Gain value.
Alternatively, the Gain value can be interpreted as a relative pitch value.
The Input value hereby represents a change in SemiTones, meaning:
* an Input of 0 outputs 1 (Baseline, no change in pitch),
* an Input of -12 outputs 0.5 (half the baseline pitch/ one octave lover),
* an Input of 12 outputs 2 (double baseline pitch/ one octave higher).
; Formula
gain = 2^(input / 12)
No attributes.
==== Gain2St ====
The Gain2S(emi)t(ones) node converts an Input value (in Gain/relative pitch) and outputs it as SemiTones.
The Input value hereby represents a change in Gain/relative pitch, meaning:
* an Input of 1 outputs 0 (Baseline, no change in SemiTones),
* an Input of 0.5 outputs -12 (12 SemiTones/one octave lower),
* an Input of 2 outputs 12 (12 SemiTones/one octave higher).
; Formula
semiTones = 12 * log2(input)
No attributes.
==== Freq2Oc ====
The Freq(uency)2Oc(tave) node outputs the nth octave of the Input (frequency).
; Formula
semiTones = input * 2^(Octaves)
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Octaves
| Defines the maximum output value.
| [0, 128]
| {{Icon|unchecked}}
|}
==== Freq2Mel ====
The Freq2Mel node converts an Input value in {{Link|https://en.wikipedia.org/wiki/Hertz|Hz}} and outputs it in {{Link|https://en.wikipedia.org/wiki/Mel_scale|Mel}}.
; Formula
mel = 1127 * ln (1 + f / 700)
==== Mel2Freq ====
The Mel2Freq node converts an Input value in {{Link|https://en.wikipedia.org/wiki/Mel_scale|Mel}} and outputs it in {{Link|https://en.wikipedia.org/wiki/Hertz|Hz}}.
; Formula
hertz = 700 * (e^(Mel / 1127) - 1)
=== Saturation Group Nodes ===
==== Floor ====
The Floor node rounds an Input value down to its next lowest integer (e.g 1.1 &rarr; 1, 1.5 &rarr; 1, 1.99 &rarr; 1, 2.001 &rarr; 2).
No attributes.
==== Ceil ====
The Ceil(ing) node rounds an Input value up to its next highest integer (e.g 1.1 &rarr; 2, 1.5 &rarr; 2, 1.99 &rarr; 2, 2.001 &rarr; 3).
No attributes.
==== Round ====
The Round node rounds an Input value up if its first decimal is >= 5 and down if not (e.g 1.4 &rarr; 1, 1.49 &rarr; 1, 1.5 &rarr; 2, 1.51 &rarr; 2).
No attributes.
==== Clamp ====
The Clamp node prevents the Output value from becoming larger than Max and smaller than Min.<br>
If the Input value is smaller than Min, the Output will return Min.<br>
If the Input value is larger than Max, the Output will return Max.
{| class="wikitable align-center-col-4"
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Min
| Defines the maximum output value.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|-
| Max
| Defines the maximum output value.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}


==== ClampMin ====
== ACP Nodes ==
The ClampMin node prevents the Output value from becoming smaller than Min.
If the Input value is smaller than Min, the Output will return Min.


{| class="wikitable align-center-col-4"
* ACP node, aka "ACP in ACP" allow for parts of an acp to be re-used within another.
|+ Attributes
* The main purpose of this feature is it to remove cases in which multiple ACPs are near-identical with only minor differences.
! Name
* This is achieved by the ability to "expose" input and output ports within an ACP. These exposed ports can then be accessed within another ACP.
! Description
* Similar to Signal node, ACP node references {{hl|.acp}} project, where node configuration is stored.
! Range
! Input port
|-
| Min
| Defines the maximum output value.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}


==== ClampMax ====
=== Port Exposition ===
The ClampMax node prevents the Output value from becoming larger than Max.
If the Input value is larger than Max, the Output will return Max.


{| class="wikitable align-center-col-4"
Ports can be exposed by opening a node's context menu, selecting a parameter and finally activating "Expose".
|+ Attributes
! Name
! Description
! Range
! Input port
|-
| Max
| Defines the maximum output value.
| [-9223372036854775808, 9223372036854775808]
| {{Icon|checked}}
|}


The exposed ports can then be seen in the acp's Item Detail panel.


=== Trigonometric Group Nodes ===
Exposed ports name is created from node name and type of the node.


==== Sin ====
The Sin(e) node outputs the sine of the Input value.


No attributes.
Exposed ports can be removed by:
* unchecking "Expose" on the node attributes or
* in ACP's Item Detail panel


==== Cos ====
=== Group Usage ===
The Cos(ine) node outputs the cosine of the Input value.


No attributes.
Groups allow to assign the input ports of multiple nodes to a single ACP input.


==== Tan ====
If, for example, 4 banks are supposed to have the same pitch, their pitch inputs can be added to a group. This group will then show up as a single input on the ACP node.
The Tan(gent) node outputs the tangent the Input value.


No attributes.
Groups can be created by clicking on the '''+''' Icon in the Groups section of an ACP's Item Detail panel.


==== ASin ====
A node's input can be assigned to a group via the context menu. In order to assign an input to a Group, it must be enabled and exposed.
The A(rc)Sin node outputs the ArcSin of the Input value.


No attributes.
=== Playback ===


==== ACos ====
Right-clicking an ACP node within another ACP will show the "Playback" context menu entry.
The A(rc)Cos node outputs the ArcCos of the Input value.
This will list all "playable" nodes which, in turn, can be turned on or off for playback. Playback from multiple nodes is supported.


No attributes.
=== Other ===


==== ATan ====
* The system supports connection validation
The A(rc)Tan node outputs the ArcTan of the Input value.
* The system supports Signal Simulation
* ACP node is removed in the data build and instead replaced by node content. All connections go through the same accept/connect functions as in the editor, so an error message can appear and the build can fail.


No attributes.
=== Known Issues ===


* Nested ACP nodes are not supported. (No ACP in ACP in ACP)
* Groups accept any input, but no type-check is supported. A group could take an audio stream but be connected to a signal input. This will fail the build.
* There are problems when the group already exists (and is connected) and in a referenced ACP a new port is exposed into this group.


== External References ==
== External References ==
Line 2,427: Line 1,623:
* {{Link|https://en.wikipedia.org/wiki/Interpolation}}
* {{Link|https://en.wikipedia.org/wiki/Interpolation}}
* {{Link|https://ccrma.stanford.edu/~jos/resample/resample.pdf}}
* {{Link|https://ccrma.stanford.edu/~jos/resample/resample.pdf}}
* {{Link|https://en.wikipedia.org/wiki/Low-frequency_oscillation}}
* {{Link|https://en.wikipedia.org/wiki/Remainder}}
* {{Link|https://en.wikipedia.org/wiki/Absolute_value}}
* {{Link|https://en.wikipedia.org/wiki/E_(mathematical_constant)}}
* {{Link|https://en.wikipedia.org/wiki/Natural_logarithm}}
* {{Link|https://en.wikipedia.org/wiki/Binary_logarithm}}
* {{Link|https://en.wikipedia.org/wiki/Common_logarithm}}
* {{Link|https://www.earlevel.com/main/2013/10/13/biquad-calculator-v2/}}
* {{Link|https://en.wikipedia.org/wiki/Audio_bit_depth}}
* {{Link|https://en.wikipedia.org/wiki/Dynamic_range_compression}}




{{GameCategory|armaR|Modding|Official Tools}}
{{GameCategory|armaR|Modding|Official Tools}}
{{GameCategory|armaR|Modding|Audio}}

Latest revision as of 15:30, 26 February 2025

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


ACP Nodes

  • ACP node, aka "ACP in ACP" allow for parts of an acp to be re-used within another.
  • The main purpose of this feature is it to remove cases in which multiple ACPs are near-identical with only minor differences.
  • This is achieved by the ability to "expose" input and output ports within an ACP. These exposed ports can then be accessed within another ACP.
  • Similar to Signal node, ACP node references .acp project, where node configuration is stored.

Port Exposition

Ports can be exposed by opening a node's context menu, selecting a parameter and finally activating "Expose".

The exposed ports can then be seen in the acp's Item Detail panel.

Exposed ports name is created from node name and type of the node.


Exposed ports can be removed by:

  • unchecking "Expose" on the node attributes or
  • in ACP's Item Detail panel

Group Usage

Groups allow to assign the input ports of multiple nodes to a single ACP input.

If, for example, 4 banks are supposed to have the same pitch, their pitch inputs can be added to a group. This group will then show up as a single input on the ACP node.

Groups can be created by clicking on the + Icon in the Groups section of an ACP's Item Detail panel.

A node's input can be assigned to a group via the context menu. In order to assign an input to a Group, it must be enabled and exposed.

Playback

Right-clicking an ACP node within another ACP will show the "Playback" context menu entry. This will list all "playable" nodes which, in turn, can be turned on or off for playback. Playback from multiple nodes is supported.

Other

  • The system supports connection validation
  • The system supports Signal Simulation
  • ACP node is removed in the data build and instead replaced by node content. All connections go through the same accept/connect functions as in the editor, so an error message can appear and the build can fail.

Known Issues

  • Nested ACP nodes are not supported. (No ACP in ACP in ACP)
  • Groups accept any input, but no type-check is supported. A group could take an audio stream but be connected to a signal input. This will fail the build.
  • There are problems when the group already exists (and is connected) and in a referenced ACP a new port is exposed into this group.

External References