In a Game

In a Game

Everything is in the GlowingRifts.SoundGraph namespace.

🔊 SoundGraph Source

Add Component > GlowingRifts > SoundGraph Source adds the component and an AudioSource. It behaves like an AudioSource: playOnAwake, Play(), Stop(), Pause(), UnPause(), isPlaying, and the AudioSource’s volume, 3D settings and mixer output all apply.

The Inspector lists the graph’s exposed properties. Tick one, or edit it, to override the graph’s value on that object. In Play Mode it shows live values with a Fire button for triggers.

🧑‍💻 From Code

using GlowingRifts.SoundGraph;
using UnityEngine;

public class Weather : MonoBehaviour
{
    [SerializeField] SoundGraphSource source;

    void Update()
    {
        source.SetFloat("Density", rain);          // exposed Blackboard properties
    }

    public void Thunder() => source.SetTrigger("Thunder");

    float rain;
}
MethodDoes
SetFloat(name, value)Sets a Float property
SetBool(name, value)Sets a Bool property
SetTrigger(name)Fires a Trigger property
SetClip(name, clip)Swaps an Audio Clip property
SetMidiClip(name, clip)Swaps a MIDI Clip property
SetParameter("node.input", value)Sets any unwired node input
SetControl(name, 0..1)Sets a Knob or Analog Sensor node
PressButton(name)Taps a Button node

Tip

Prefer Blackboard properties for anything a game changes. They are named, ranged and smoothed.

🌐 Platforms

SoundGraph runs in the Editor, standalone builds and WebGL. The same patch sounds the same everywhere.

🔩 Limits

LimitValue
Nodes128
Wires256
Polyphonic voices8
Audio clips16