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Quick start
Examples
Details
Extra
Feedback
To open the audio creation window, Window/InAudio/Audio Window
in Unity (or press alt+shift+1). The window mimics the Unity project and scene hierarchy.
Audio creation in InAudio is only the first step. It is not played by itself, but played and stopped via events. To see how to create events, see the Event page or the Quickstart.
The audio design is hierarchical where every parent affects all of its children. For instance if you create random footstep with a small variance in volume, each of the possible footstep clips will be played with this slight volume variation.
Played audio is always controlled by a game object, usually the one creating the sound.
All audio playback is sample accurate. Both looping and sequences, no matter if they are nested in other nodes or not, is sample accurate resulting in seamless lopping if Unity supports it.
The below picture shows the two parts of the audio creation window.
Creating audio is easy, all you need to do is drag a audio clip on any node (except audio nodes). Multiple audio clips can be added at the same time if more than one is selected.
And Power Pick Up now has its own node with the clip attached.
The other way is to right click on a node and use the context menu. The different options are
Some settings are common to all nodes like the name and ID. In addition does the nodes in the audio window, except folders, share a lot of settings as pictured below. From top-to-bottom, the items are
Attenuation is the Unity roll-off settings. It defaults to the same settings as an audio source would.
The audio node the one that specifies an audio clip should be played. Just drag an audio clip on the field below the Name and everything works.
Random will choose a random one of its children and play that one. In the hierarchy its three children is showed in the first picture and the respective weights on the next picture.
The Do Not Repeat Last #
option will avoid selecting the last # number of nodes.
The weight is between 0-100 for each and the higher the number compared to the other nodes, the more likely it is to be played.
In this case all three nodes are equally like to be played. If the weight instead was 100, 50 and 50 the first node in average play twice as often as the other two. If the weight is zero a node is never played.
The sequence node plays its children in sequence of each other. In the example shown it will play a short sequence of someone ringing the doorball, the door is opened and hello is said.
Multi is different from the other nodes as it played all children simultaneously.
In this example a footstep is played alongside with a creak which could be used to add variety to a footstep cycle.
Folders behave as a regular folder would. It cannot be played nor be parented under a non-folder.