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. | '''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. | 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. | ||
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== Audio Editor Node Types == | == Audio Editor Node Types == | ||
Nodes can be grouped into two main categories: | Nodes can be grouped into two main categories: {{Link|#Resource Nodes}} and {{Link|#Local Nodes}}. | ||
A node of the Resource type is saved as a separate resource file and can be shared between multiple {{hl|.acp}} files, while a node of the local type is stored in the {{hl|.acp}} file itself and cannot be shared with other {{hl|.acp}} files. | |||
Nodes of the | 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. | ||
{{TOC|subtoc|content= | {| class="valign-top" | ||
* | | | ||
* | {{TOC|subtoc | ||
|title= Groups | |||
|content= | |||
* {{Link|#Resource Nodes}} | |||
* {{Link|#Local Nodes}} | |||
}} | |||
| | |||
{{TOC|subtoc | |||
|title= Nodes | |||
|content= | |||
{{Columns|4| | |||
* {{Link|#Mixer (aka OutputState aka FinalMix)}} | |||
* {{Link|#Signal}} | |||
* {{Link|#BankLocal}} | |||
* {{Link|#Bus}} | |||
* {{Link|#Sound}} | |||
* {{Link|#Selector}} | |||
* {{Link|#Generator}} | |||
* {{Link|#Constants}} | |||
* {{Link|#Shader}} | |||
* {{Link|#Amplitude}} | |||
* {{Link|#Frequency}} | |||
* {{Link|#Spatiality}} | |||
* {{Link|#FilterChain}} | |||
* {{Link|#Filter}} | |||
* {{Link|#Playlist}} | |||
* {{Link|#Replacer}} | |||
* {{Link|#Stream}} | |||
* {{Link|#AuxOut}} | |||
* {{Link|#Variable}} | |||
}} | |||
}} | }} | ||
|} | |||
=== Resource === | === Resource Nodes === | ||
==== | <h4><span style="display: none" id="OutputState">OutputState</span></h4> | ||
<h4><span style="display: none" id="FinalMix">FinalMix</span></h4> | |||
==== Mixer ==== | |||
''' | ''aka '''OutputState''' aka '''FinalMix''''' | ||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
{| class="wikitable" | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! 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 {{Link|Arma Reforger:Audio Editor: Nodes#Signal Editor Nodes|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 === | === Local Nodes === | ||
==== BankLocal ==== | ==== BankLocal ==== | ||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | |||
{| class="wikitable" | |||
! Name | ! Name | ||
! Description | ! Description | ||
! Range | |||
|- | |- | ||
| | | Flags | ||
| | | Disable Streaming | ||
| | | If enabled, streaming is suppressed and the entire sample is loaded into memory as a single block of data. | ||
{{Feature|informative|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 | ||
| [0, | | 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. | |||
| Number of times that the played sample is repeated | |||
| [0, 255] | | [0, 255] | ||
|- | |- | ||
| | | General | ||
| The first sample of the region to be looped | | Loop begin | ||
| The first sample of the region to be looped. | |||
* | * Loop count above defines the number of repetition | ||
* When | * 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. | | Length of the loop region, in samples. | ||
| | {{Feature|important|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 | ||
| If enabled, the | | Terminate Loop | ||
| If enabled, the loop will stop immediately upon sound stop. If false, the loop will finish the current cycle first. | |||
| true/false | | true/false | ||
|- | |- | ||
| | | General | ||
| Method for selecting a sample | | Termination Fade Out | ||
| Fade out in milliseconds applied when the source is terminated due to limits during playback.<br> | |||
* | 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 | ||
| Resampling method | | 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 | ||
| [0, 10000] | | 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 | | true/false | ||
|- | |- | ||
| | | Envelope | ||
| | | Attack Shape | ||
| Function for the shape of the sound fade in. Defines the "shape" of the volume change during fade-in. | |||
{{Link|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 {{hl|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 | | List of audio samples. There is a limit of max 1024 samples. | ||
| n/a | | {{n/a}} | ||
|- | |- | ||
| Samples/ | | Samples | ||
| Link to the sample (.wav format) | | Samples/Filename | ||
| n/a | | Link to the sample ({{hl|.wav}} format) | ||
| {{n/a}} | |||
|- | |- | ||
| Samples/ | | Samples | ||
| In case of a | | Samples/Probability | ||
| In case of a randomised selection method, this parameter defines the probability that the sample will be selected. Probability is a {{Link|https://www.statisticshowto.com/weighting-factor/|weighting factor}}, not a percentage. | |||
| [0, 100] | | [0, 100] | ||
|- | |- | ||
| Samples/ | | Samples | ||
| Samples/Index | |||
| Custom signal index | | Custom signal index | ||
| [0, inf+] | | [0, inf+] | ||
|- | |- | ||
| Samples/ | | Samples | ||
| | | Samples/Sample Metadata | ||
| | | Name of a string holding localization data which can be processed by other parts of the game. | ||
| {{n/a}} | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! 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 | | 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 | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| | | General | ||
| | | Channels | ||
| | | Number of output channels | ||
| | | [1, 8] | ||
|- | |||
| General | |||
| Sample Rate | |||
| Sample rate in Hertz | |||
| Can be one of: | |||
{{Columns|3| | |||
* 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. | |||
{{Feature|informative|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}} | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| | | In | ||
| Audio | | Audio In | ||
| | | Audio Input | ||
|- | |- | ||
| | | Volume | ||
| Signal | | Signal (toggleable) | ||
| | | Scaling factor applied to the gain. | ||
Hidden if per-channel volumes are activated. | |||
|- | |- | ||
| | | DSP | ||
| Settings node | |||
| | |||
| Accepts a Filter or FilterChain | | 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. | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| General | |||
| | | Volume D B | ||
| Volume modifier | | Volume modifier, in decibles (dB) | ||
| [-60, | | [-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. | | 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] | | [0, 100] | ||
|- | |- | ||
| | | General | ||
| Delay time | | Delay Time | ||
| [0, 10000] | | Delay time in milliseconds before sound is played | ||
| [0, 10000] | |||
|- | |- | ||
| | | General | ||
| Time | | Even No Repeat Time | ||
| [0, | | 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 | | If enabled, sounds below the threshold of audibility are not played | ||
| true/false | | true/false | ||
|- | |- | ||
| | | Flags | ||
| If enabled, volume is not considered when determining which sources to destroy in case the limit of playing sources is exceeded | | Bypass Volume Test | ||
| If enabled, volume is not considered when determining which sources to destroy in case the {{hl|.acp}} limit of playing sources is exceeded | |||
| true/false | | true/false | ||
|- | |- | ||
| | | Flags | ||
| Speed Of Sound Simulation | |||
| Simulates delayed playback due to the speed of sound | | Simulates delayed playback due to the speed of sound | ||
| true/false | | true/false | ||
|- | |- | ||
| Transformation | |||
| Transformation | |||
| | |||
| Specifies the position from which this sound is played | | 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 | |||
{{Feature|important|"Bone" and "Offset" types need a SoundComponent on the entity in order to work.}} | |||
| | |||
| | |||
|- | |- | ||
| | | Transformation | ||
| If enabled, | | Static | ||
| If enabled, the sound does not move with the entity but remains static at the initial playback position. | |||
| true/false | | 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 | ||
| Value that the signal connected to the | | Threshold | ||
| Value that the signal connected to the Trigger port needs to exceed before sound is triggered | |||
| Threshold >= Reset | | Threshold >= Reset | ||
|- | |- | ||
| | | Trigger | ||
| Value below which the signal needs to be before | | Reset | ||
| Value below which the signal needs to be before the sound can be triggered again | |||
| Reset <= Threshold | | Reset <= Threshold | ||
|- | |- | ||
| Slave | | Slave | ||
| | | Event Type | ||
| If | | 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}} | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
|- | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| | | In | ||
| Audio In | |||
| Audio Input | |||
|- | |||
| Volume | |||
| Signal (toggleable) | |||
| Multiplier for the value defined in the Item Details | |||
|- | |||
| Trigger | |||
| Signal | | 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. | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| Ports | |||
| | | Min | ||
| Lower bound of this port's range | | Lower bound of this port's range | ||
| | | {{n/a}} | ||
|- | |- | ||
| | | Ports | ||
| Max | |||
| Upper bound of this port's range | | Upper bound of this port's range | ||
| | | {{n/a}} | ||
|- | |- | ||
| | | Ports | ||
| Volume modifier | | Volume | ||
| [-60, 12] | | Volume modifier in decibels applied to the branch connected to this port | ||
| [-60, 12] | |||
|- | |- | ||
| | | Ports | ||
| If enabled, this port will be selected if the | | 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 | | true/false | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| Signal | | 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 | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| | | General | ||
| | | Function | ||
| Specifies the function/shape of the waveform | | Specifies the function/shape of the generated waveform | ||
| | | Can be one of: | ||
{{Columns|4| | |||
* Sine | * Sine | ||
* Square | * Square | ||
Line 467: | Line 694: | ||
* White noise | * White noise | ||
* Pink noise | * Pink noise | ||
* | * Brown noise | ||
* Silence | * Silence | ||
* Pulse | |||
* One | |||
}} | |||
|- | |- | ||
| | | General | ||
| Channels | |||
| Number of output channels | | Number of output channels | ||
| | | [1, 8] | ||
|- | |- | ||
| | | General | ||
| Sample rate | | Sample Rate | ||
| {8000 | | Sample rate in Hertz | ||
| Can be one of: | |||
{{Columns|3| | |||
* 8000 | |||
* 11025 | |||
* 16000 | |||
* 32000 | |||
* 44100 | |||
* 48000 | |||
* 64000 | |||
* 96000 | |||
* 192000 | |||
}} | |||
|- | |- | ||
| | | General | ||
| Length of time | | Time | ||
| [0, 10000] | | Length of time in milliseconds that the sound lasts | ||
| [0, 10000] | |||
|- | |- | ||
| | | General | ||
| Volume modifier | | Volume D B | ||
| [-60, | | Volume modifier in decibels (dB) | ||
| [-60, 60] dB | |||
|- | |- | ||
| | | General | ||
| Number of times that the sound is repeated | | Loop Count | ||
| Number of times that the generated sound is repeated | |||
| [0, 255] | | [0, 255] | ||
|- | |- | ||
| | | General | ||
| Frequency of the tone | | Frequency | ||
| Frequency of the tone. | |||
{{Feature|important|Hidden if not applicable to the Type.}} | |||
| [1, 20000] | | [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 | |||
{{Link|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 | ||
{{Feature|important|If any of A/S/R is different from 0 then envelope is applied.}} | |||
| [0, 10000] | |||
|- | |- | ||
| | | Envelope | ||
| | | Sustain | ||
| [ | | Time [ms] of Sustain | ||
{{Feature|important|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 | |||
{{Feature|important|If any of A/S/R is different from 0 then envelope is applied.}} | |||
| [0, 10000] | |||
|} | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! 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 | ||
|} | |||
{| class="wikitable" | |||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | |||
! Name | |||
! Description | |||
! Range | |||
|- | |- | ||
| | | Ports | ||
| | | Value | ||
| | | The value of each respective port | ||
| {{n/a}} | |||
|} | |||
No input ports. | |||
{| class="wikitable" | |||
|+ Output Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |- | ||
| | | Variable amount of output ports | ||
| Signal | | Signal | ||
| | | Outputs value specified in the item attributes | ||
|} | |} | ||
==== Shader ==== | |||
{| class="wikitable" | Applies panning and attenuation based on the spatial relation between the in-game listener and sound emitter. | ||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| | | General | ||
| | | Reverse Panning | ||
| If enabled, | | 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 | | true/false | ||
|- | |- | ||
| | | General | ||
| If enabled, the | | 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. | |||
{{Feature|informative|ITD is only applied if headphones mode is enabled in the game's settings, as this happens naturally when using speakers.}} | |||
| true/false | | true/false | ||
|} | |||
{| class="wikitable" | |||
|+ Input Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |||
| In | |||
| Audio In | |||
| Audio Input | |||
|- | |- | ||
| | | Spatiality | ||
| | | Settings node | ||
| | | Accepts a {{Link|#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 {{Link|#Amplitude}} node that defines how amplitude attenuation is applied based on the distance between the listener and sound emitter | |||
|- | |||
| Frequency | |||
| Settings node | |||
| Accepts a {{Link|#Frequency}} node that defines how frequency attenuation is applied based on the distance between the listener and sound emitter | |||
|- | |||
| DSP | |||
| Settings node | |||
| Accepts a {{Link|#Filter}} or {{Link|#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. | |||
|} | |||
{| class="wikitable" | |||
|+ Output Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |||
| Out | |||
| Audio Out | |||
| Audio Output | |||
|} | |} | ||
==== Amplitude ==== | ==== Amplitude ==== | ||
Settings node designed for use with {{Link|#Shader}}. | |||
Contains parameters that control the degree of amplitude attenuation that is applied by the Shader. | |||
{| class="wikitable align-center-col-4" | |||
{| class="wikitable" | |+ Attributes | ||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| | | Amplitude | ||
| | | Curve | ||
| Defines how the attenuation changes with distance - that is, the function that the attenuation vs. distance curve adheres to | | Defines how the attenuation changes with distance - that is, the function that the attenuation vs. distance curve adheres to. | ||
| | | | ||
{{Columns|2| | |||
* Linear | * Linear | ||
* SCurve | * SCurve | ||
* Logarithm | * Logarithm | ||
* 1/r | * 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 the directivity factor. | |||
The directivity factor is based on the relative direction from the listener to the emitter. | |||
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) | |||
{{Feature|important|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. | |||
{{Feature|important|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. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Output Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| | | Out | ||
| | | Audio Out | ||
| | | Audio Output | ||
|} | |} | ||
==== Frequency ==== | |||
{| class="wikitable" | Settings node designed for use with {{Link|#Shader}}. | ||
Contains parameters that control the degree of frequency attenuation that is applied by the Shader. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| General | | General | ||
| | | Dynamic Update | ||
| If enabled, the filter | | If enabled, the filter settings are updated during playback | ||
| | | true/false | ||
|- | |- | ||
| Distance Attenuation | |||
| | | Enable Distance Att | ||
| If enabled, | | If enabled, filtering due to distance attenuation is applied | ||
| | | true/false | ||
|- | |- | ||
| | | Distance Attenuation | ||
| Type | |||
| Type of filter applied | | 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 | ||
| Scaling factor for AirAbsorption filter | | Filter Strength (AirAbsorption models only) | ||
| [0, | | Scaling factor for AirAbsorption filter. | ||
{{Feature|important|Only available if the "AirAbsorption" or "AirAbsortionLite" Type is selected.}} | |||
| [0, 4] | |||
|- | |- | ||
| | | Distance Attenuation | ||
| Distance | | Inner Range | ||
| [0, 100] | | Distance in metres up tp which the filter's cutoff frequency remains at the maximum value specified by Cutoff Max | ||
{{Feature|important|Only available if the "LowPass" Type is selected.}} | |||
| [0, 100] | |||
|- | |- | ||
| | | Distance Attenuation | ||
| Distance at which the filter's cutoff frequency is at the minimum value specified by | | Outer Range | ||
| [0, 10000] | | Distance in metres at which the filter's cutoff frequency is at the minimum value specified by Cutoff Min | ||
{{Feature|important|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 | | Controls the slope of the filter; analogous to the "Q factor" of the filter | ||
{{Feature|important|Only available if the "LowPass" Type is selected.}} | |||
| [0.01, 100] | | [0.01, 100] | ||
|- | |- | ||
| | | Distance Attenuation | ||
| Maximum cutoff frequency of the filter when distance <= | | Cutoff Max | ||
| [100, 16000] | | Maximum cutoff frequency of the filter when distance <= Inner Range | ||
{{Feature|important|Only available if the "LowPass" Type is selected.}} | |||
| [100, 16000] | |||
|- | |- | ||
| | | Distance Attenuation | ||
| Minimum cutoff frequency of the filter when distance >= | | Cutoff Min | ||
| [100, 16000] | | Minimum cutoff frequency of the filter when distance >= Outer Range | ||
{{Feature|important|Only available if the "LowPass" Type is selected.}} | |||
| [100, 16000] | |||
|- | |- | ||
| Directivity | |||
| | | 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. | |||
| true/false | | true/false | ||
|- | |- | ||
| | | Directivity | ||
| Directivity Factor | |||
| | |||
| The degree to which sound is affected by the filter (0 = no filtering) | | The degree to which sound is affected by the filter (0 = no filtering) | ||
| [0, 1] | | [0, 1] | ||
|- | |||
| Terrain Effects | |||
| Terrain Effects | |||
| Enables occlusion caused by the terrain. | |||
{{Feature|important|The terrain needs to have a generated SoundMap for it to work.}} | |||
| true/false | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| ' | | Directivity Factor | ||
| Signal | | Signal (toggleable) | ||
| | | The degree to which sound is affected by the filter (0 = no filtering, 1 0 full filtering.) | ||
{{Feature|important|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. | ||
{{Feature|important|Settings via input ports will not override the node's settings, but rather stack with them.}} | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ 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 {{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> | |||
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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! Value | ! 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] | |||
{{Feature|important|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. | ||
| [0, 1] | |||
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 | |||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
! | |+ Input Ports | ||
! Name | |||
! Type | |||
! Description | ! Description | ||
! | |- | ||
| Spatial Factor | |||
| Signal (toggleable) | |||
| The degree to which sound is spatialised. | |||
{{Feature|important|Only becomes visible when the "Signal" Spatial Factor Source type is selected in the node's Item Attributes.}} | |||
|} | |||
{| class="wikitable" | |||
|+ Output Ports | |||
! Name | |||
! Type | |||
! Description | ! 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | |||
! Name | |||
! Description | |||
! Range | |||
|- | |- | ||
| | | General | ||
| | | Ports | ||
| | | Amount of available input ports | ||
| | | [2, 16] | ||
| | |} | ||
{| class="wikitable" | |||
|+ Input Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |- | ||
| '' | | ''User-defined ports'' | ||
| | | Settings node | ||
| | | Accepts a Filter output | ||
|} | |||
{| class="wikitable" | |||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ 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}} | ||
| | |} | ||
{| class="wikitable" | |||
|+ 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 | ||
|} | |||
{| class="wikitable" | |||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | |||
! Name | |||
! Description | |||
! Range | |||
|- | |- | ||
| | | Unsorted | ||
| | | Ports | ||
| [ | | Amount of available input ports | ||
| [1, 16] | |||
|} | |||
{| class="wikitable" | |||
|+ Input Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |- | ||
| '' | | ''User-defined ports'' | ||
| | | Audio In | ||
| | | Audio Input | ||
|} | |||
{| class="wikitable" | |||
|+ Output Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |- | ||
| | | Out | ||
| | | Audio Out | ||
| | | Audio Output | ||
|} | |||
==== 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ 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 | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| | | Control Signal | ||
| Signal | | Signal | ||
| | | Signal which will be evaluated in Replacement strings. | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ 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. | |||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! Description | ||
! | ! Range | ||
|- | |- | ||
| | | General | ||
| | | ID | ||
| | | ID string corresponding to the target stream ID defined in gamecode. | ||
| {{n/a}} | |||
| n/a | |||
|} | |} | ||
No input ports. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | |+ Output Ports | ||
! | ! Name | ||
! Type | |||
! Description | ! Description | ||
|- | |- | ||
| | | Out | ||
| | | Audio out | ||
| | | Audio Output. | ||
{{Feature|important|Cannot be connected to Selectors or Playlists due to the nature of the node.}} | |||
|} | |} | ||
==== | ==== AuxOut ==== | ||
Accepts one or more {{Link|#Sound}} nodes as input and routes the output of those node(s) to the connected {{Link|#Mixer}} port. | |||
{ | {| class="wikitable align-center-col-4" | ||
|+ 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] | |||
|} | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Input Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| | | Sound | ||
| | | Sound node | ||
| The | | 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 {{Link|#Filter}} or {{Link|#FilterChain}} node. | |||
|} | |||
{| class="wikitable" | |||
|+ Output Ports | |||
! Name | |||
! Type | |||
! Description | |||
|- | |||
| Out | |||
| Audio out | |||
| Audio Output to be connected with a Mixer node. | |||
|} | |} | ||
==== Variable ==== | |||
{| class="wikitable" | Abstract node that outputs the value of a specified {{Link|Arma Reforger:Audio Editor: Audio Variables|audio variable}}. | ||
{| class="wikitable align-center-col-4" | |||
|+ Attributes | |||
! Category | ! Category | ||
! | ! Name | ||
! Description | ! 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. | |||
{{Feature|important|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. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Output Ports | |||
! Name | ! Name | ||
! Type | ! Type | ||
! Description | ! Description | ||
|- | |- | ||
| | | Out | ||
| Signal | | Signal | ||
| | | Signal value output (float) | ||
|} | |} | ||
Line 1,636: | Line 2,217: | ||
==== Exp ==== | ==== Exp ==== | ||
The Exp(onential) node multiplies the Input value with | 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. | No attributes. |
Latest revision as of 21:07, 24 May 2024
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
Audio Editor Node Types
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.
Groups
|
Resource Nodes
Mixer
aka OutputState aka FinalMix
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
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. | 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.
|
N/A |
General | Loop length | Length of the loop region, in samples. | 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.
|
N/A |
General | Resampler | Resampling method for converting between different sample rates.
|
N/A |
Envelope | Silence | Length of silence in milliseconds added in front of the sample
|
[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
|
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.
|
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 |
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 |
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.
Category | Name | Description | Range |
---|---|---|---|
General | Channels | Number of output channels | [1, 8] |
General | Sample Rate | Sample rate in Hertz | Can be one of:
|
General | Volume D B | Volume modifier in decibels (dB) | [-60, 12] |
General | Resampler | Resampling method for converting between different sample rates
|
N/A |
General | Channel Volume | If enabled, input ports controlling the volumes of each output channel become available. | 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
|
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 |
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. |
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.
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 |
|
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 |
|
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. |
|
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. |
|
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 |
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. |
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.
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 |
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 |
Name | Type | Description |
---|---|---|
Out | Audio Out | Audio Output |
Generator
Outputs a variety of different waveforms as audio. Used primarily for testing/prototyping purposes.
Category | Name | Description | Range |
---|---|---|---|
General | Function | Specifies the function/shape of the generated waveform | Can be one of:
|
General | Channels | Number of output channels | [1, 8] |
General | Sample Rate | Sample rate in Hertz | Can be one of:
|
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. | [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
|
Envelope | Attack | Length of the attack [ms] to reach the desired volume | [0, 10000] |
Envelope | Sustain | Time [ms] of Sustain | [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.
|
Envelope | Release | Length of the release [ms] to "fade out" after the generator time | [0, 10000] |
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 |
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.
Category | Name | Description | Range |
---|---|---|---|
Ports | Value | The value of each respective port | N/A |
No input 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.
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. |
true/false |
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. |
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.
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. |
|
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 the directivity factor.
The directivity factor is based on the relative direction from the listener to the emitter. Directivity factor is:
|
N/A |
Variable | Var Name | Defines which variable within the variables config file the amplitude node feeds into. | n/a |
Variable | Var Resource | Filepath to Config file containing definitions of Variables | N/A |
No input 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.
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 |
|
Distance Attenuation | Filter Strength (AirAbsorption models only) | Scaling factor for AirAbsorption filter. | [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 | [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 | [0, 10000] |
Distance Attenuation | Slope Factor | Controls the slope of the filter; analogous to the "Q factor" of the filter | [0.01, 100] |
Distance Attenuation | Cutoff Max | Maximum cutoff frequency of the filter when distance <= Inner Range | [100, 16000] |
Distance Attenuation | Cutoff Min | Minimum cutoff frequency of the filter when distance >= Outer Range | [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. | true/false |
Name | Type | Description |
---|---|---|
Directivity Factor | Signal (toggleable) | The degree to which sound is affected by the filter (0 = no filtering, 1 0 full filtering.) |
Rolloff | Signal (toggleable) | Roloff of the filter |
Cutoff Frequency | Signal (toggleable) | Cutoff Frequency of the filter. |
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.
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. |
|
Spatiality | Value | When this option is selected, the spatial factor is defined by a constant value in the range [0, 1] | [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 |
Name | Type | Description |
---|---|---|
Spatial Factor | Signal (toggleable) | The degree to which sound is spatialised. |
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.
Category | Name | Description | Range |
---|---|---|---|
General | Ports | Amount of available input ports | [2, 16] |
Name | Type | Description |
---|---|---|
User-defined ports | Settings node | Accepts a Filter output |
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.
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 |
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 |
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.
Category | Name | Description | Range |
---|---|---|---|
Unsorted | Ports | Amount of available input ports | [1, 16] |
Name | Type | Description |
---|---|---|
User-defined ports | Audio In | Audio Input |
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.
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 |
Name | Type | Description |
---|---|---|
Control Signal | Signal | Signal which will be evaluated in Replacement strings. |
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.
Category | Name | Description | Range |
---|---|---|---|
General | ID | ID string corresponding to the target stream ID defined in gamecode. | N/A |
No input ports.
Name | Type | Description |
---|---|---|
Out | Audio out | Audio Output. |
AuxOut
Accepts one or more Sound nodes as input and routes the output of those node(s) to the connected Mixer port.
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] |
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. |
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.
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. | N/A |
Variable | Var Resource | Filepath to Config file containing definitions of variables. | N/A |
No input ports.
Name | Type | Description |
---|---|---|
Out | Signal | Signal value output (float) |
Signal Editor Node Types
Interfacing Nodes
Input
Creating an Input node will automatically create a corresponding input port on the Signal node within the 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 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.
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 Constants nodes will be NAMED_IN_ALLCAPS. The respective Constant output ports get the exact same name.
Name | Description | Range | Input port |
---|---|---|---|
Global | If true and the .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. | true/false |
Output
Creating an Output node will automatically create a corresponding output port on the Signal node within the Audio Editor. It allows the usage of data processed within the Signal Editor to be used within the Audio Editor.
No attributes.
Value-Generating Nodes
Value
The Value node will always output a single, specified value.
Name | Description | Range | Input port |
---|---|---|---|
Value | The value the node is supposed to output. | [-9223372036854775808, 9223372036854775808] |
Variable
The Variable node outputs the current Value of an audio variable.
Name | Description | Range | Input port |
---|---|---|---|
Var Name | Defines which variable from within the Variable Resource the node will output. | N/A | |
Var Resource | Defines which Variable config file will be accessed. | N/A |
Random
The Random node will output a random number within a specified min/max range.
Name | Description | Range | Input port |
---|---|---|---|
Min | Minimum value that can be generated. | [-9223372036854775808, 9223372036854775808] | |
Max | Maximum value that can be generated. | [-9223372036854775808, 9223372036854775808] | |
Update Rate | Defines the rate at which the node will generate random values. |
|
Generator
The Generator node generates "impulses" of a specified Value in one frame in specified intervals.
Name | Description | Range | Input port |
---|---|---|---|
Value To Generate | The value which will be generated. | [-9223372036854775808, 9223372036854775808] | |
Interval | The interval in milliseconds between each value generation. | [-9223372036854775808, 9223372036854775808] |
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).
Name | Description | Range | Input port |
---|---|---|---|
Time Type | Defines what time in milliseconds the node outputs. |
|
LFO
The L(ow)F(requency)O(scillation) node oscillates between 0 and 1 in a specified shape.
Name | Description | Range | Input port |
---|---|---|---|
Frequency | Defines the LFO cycle's duration in seconds. | N/A | |
Shape | The shape used for oscillation. |
|
Curve Modulator
The Curve Modulator node allows it to plot modulation curves by defining the curve's single points.
Name | Description | Range | Input port |
---|---|---|---|
Points | Allows to add points to the curve. | N/A | |
Points: Time | The time in milliseconds it takes to interpolate from the previous Value to the one of this point. | [1, 1000000] | |
Points: Time Variance | The allowed maximum deviation from the specified point Value. | [0, 500000] | |
Points: Value | The value of the point. | [-9223372036854775808, 9223372036854775808] | |
Points: Value Variance | The allowed maximum deviation from the specified point Value. | [0, 500000] |
Square Modulator
The Square Modulator node allows it to generate a sequence of pulses with specified peak values, peak lengths and gaps between peaks.
Name | Description | Range | Input port |
---|---|---|---|
Points | Allows to add points to the curve. | N/A | |
Points: Value | The value of the peak. | [-9223372036854775808, 9223372036854775808] | |
Points: Value Variance | The allowed maximum deviation from the specified point Value. | [0, 500000] | |
Points: Peak | The time in milliseconds the Value will be held before going back to 0. | [1, 1000000] | |
Points: Peak Variance | The allowed maximum deviation from the specified Peak time. | [0, 500000] | |
Points: Gap | The time in milliseconds the Value will remain at 0 before reaching the next Point. | [1, 1000000] | |
Points: Gap Variance | The allowed maximum deviation from the specified Gap time. | [0, 500000] |
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.
Name | Description | Range | Input port |
---|---|---|---|
Subtracter | Defines the value which will get subtracted from the input value. | [-9223372036854775808, 9223372036854775808] |
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.
Name | Description | Range | Input port |
---|---|---|---|
Divisor | Defines the value by which the input value will get divided. | [-9223372036854775808, 9223372036854775808] |
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)
Name | Description | Range | Input port |
---|---|---|---|
Divisor | Defines the value which will be used as the Divisor. | [-9223372036854775808, 9223372036854775808] |
Mod
The Mod(ulo) node outputs the modulus of a division. It is essentially the same as the Remainder node, but will floor the Quotient.
- Formula
modulus = dividend - (divisor * flooredQuotient)
Name | Description | Range | Input port |
---|---|---|---|
Divisor | Defines the value which will be used as the Divisor. | [-9223372036854775808, 9223372036854775808] |
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 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
Name | Description | Range | Input port |
---|---|---|---|
Exponent | Defines the value of the exponent. | [-9223372036854775808, 9223372036854775808] |
Cond
The Cond(ition) node compares the Input value against a Comparator value and returns 1 if the Condition is met, 0 if not.
Name | Description | Range | Input port |
---|---|---|---|
Condition Type | Defines the Condition the comparison has to meet for the node to return 1. |
|
|
Comparator | The value the Input value is compared against. |
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.
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.
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] | |
Default from Input | If true, the node will output the Input value directly if it does not fall within any Interval. | true/false | |
Intervals | Allows to define the node's Intervals/Ranges. | N/A | |
Intervals: Min | Defines the minimum (included) value of the interval. | ||
Intervals: Max | Defines the maximum (not included) value of the interval. | ||
Intervals: Out | Defines the output value if the Input value lies within the range. |
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
Name | Description | Range | Input port |
---|---|---|---|
X min | Defines the the Input value at which the interpolation starts. Output value == Y min. | [-9223372036854775808, 9223372036854775808] | |
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 | Defines the curve function of the interpolation. |
|
|
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 | |
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 |
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
Name | Description | Range | Input port |
---|---|---|---|
A | Defines the the Input value at which the first interpolation starts. Output value == 0. | [-9223372036854775808, 9223372036854775808] | |
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 | Defines the curve function of the interpolation. |
|
|
Fade Out Type |
Smoother
The Smoother node smoothes out changes in the Input by interpolating from the old to the new value over time.
Name | Description | Range | Input port |
---|---|---|---|
Fade In Time | Time in milliseconds the interpolation will take if the input value increased. | [999999999] | |
Fade Out Time | Time in milliseconds the interpolation will take if the input value decreased. | [999999999] | |
Fade In Type | Defines the curve function of the interpolation. |
|
|
Fade Out Type |
Average
The Average node Outputs the average of the Input values within a specified number of frames.
- Formula
average = frameValueSums / framesNumber // e.g capacity = 3, frame1 = 50, frame2 = 100, frame3 = 120 // average = (50 + 100 + 120) / 3 = 90
Name | Description | Range | Input port |
---|---|---|---|
Capacity | Defines how many frames will be stored and evaluated. | [0, 128] |
Filter
The Filter node is one-pole low-pass filter.
Name | Description | Range | Input port |
---|---|---|---|
Frequency | Cut-off frequency | N/A |
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 e (Euler's Number).
No attributes.
Ln
The Ln node outputs the Natural Logarithm of the Input value.
No attributes.
Log2
The Log2 node outputs the Binary Logarithm of the Input value.
No attributes.
Log10
The Log10 node outputs the Decadic Logarithm (or 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.
- 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)
Name | Description | Range | Input port |
---|---|---|---|
Octaves | Defines the maximum output value. | [0, 128] |
Freq2Mel
The Freq2Mel node converts an Input value in Hz and outputs it in Mel.
- Formula
mel = 1127 * ln (1 + f / 700)
Mel2Freq
The Mel2Freq node converts an Input value in Mel and outputs it in 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 → 1, 1.5 → 1, 1.99 → 1, 2.001 → 2).
No attributes.
Ceil
The Ceil(ing) node rounds an Input value up to its next highest integer (e.g 1.1 → 2, 1.5 → 2, 1.99 → 2, 2.001 → 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 → 1, 1.49 → 1, 1.5 → 2, 1.51 → 2).
No attributes.
Clamp
The Clamp node prevents the Output value from becoming larger than Max and smaller than Min.
If the Input value is smaller than Min, the Output will return Min.
If the Input value is larger than Max, the Output will return Max.
Name | Description | Range | Input port |
---|---|---|---|
Min | Defines the maximum output value. | [-9223372036854775808, 9223372036854775808] | |
Max | Defines the maximum output value. | [-9223372036854775808, 9223372036854775808] |
ClampMin
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.
Name | Description | Range | Input port |
---|---|---|---|
Min | Defines the maximum output value. | [-9223372036854775808, 9223372036854775808] |
ClampMax
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.
Name | Description | Range | Input port |
---|---|---|---|
Max | Defines the maximum output value. | [-9223372036854775808, 9223372036854775808] |
Trigonometric Group Nodes
Sin
The Sin(e) node outputs the sine of the Input value.
No attributes.
Cos
The Cos(ine) node outputs the cosine of the Input value.
No attributes.
Tan
The Tan(gent) node outputs the tangent the Input value.
No attributes.
ASin
The A(rc)Sin node outputs the ArcSin of the Input value.
No attributes.
ACos
The A(rc)Cos node outputs the ArcCos of the Input value.
No attributes.
ATan
The A(rc)Tan node outputs the ArcTan of the Input value.
No attributes.