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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.
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.
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
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.
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.
Multi is different from the other nodes as it played all children simultaneously.
Folders behave as a regular folder would. It cannot be played nor be parented under a non-folder.