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Arcade in pictures.

Unity screenshots of Arcade, with scene states, sound graphs, and steps to try.

07 / A little chaos. Turn up Chaos to make the machines request many sounds. The counters show which requests are accepted, which replace an older play, and which are refused by the event’s limits.

These are real Unity captures with the scene’s own models, camera, and controls. Select a picture to enlarge it, or open Try this in Unity below it for the steps. The graph close views explain individual parts of the full graph.

All screenshot galleries · Read how playback results and limits work

Read the complete Arcade walkthrough for controls, graph flow, and code.

The arcade is quiet

No plays have been requested yet. The scene allows six active voices, so a busy session will soon have to make choices.
Arcade in Unity: the arcade is quiet. The real scene controls and status readouts are visible.

No plays have been requested yet. The scene allows six active voices, so a busy session will soon have to make choices.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/07-Arcade/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Leave automatic play stopped and the counters at zero.

Sounds compete for space

At 100% Chaos, the counters show accepted, replaced, and limited requests. The exact totals vary each run; here the cooldown counter is still zero.
Arcade in Unity: sounds compete for space. The real scene controls and status readouts are visible.

At 100% Chaos, the counters show accepted, replaced, and limited requests. The exact totals vary each run; here the cooldown counter is still zero.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/07-Arcade/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Set Chaos to 100% and start automatic play.
  3. Watch the counters for several seconds. Totals vary between runs; this capture shows accepted, replaced, and limited requests, with cooldown still at zero.

A graph connects blocks called nodes to control a sound. The Inspector holds the event’s playback settings. The pictures below show the saved graph and settings; a full graph is an overview, so use the close views to read smaller fields.

Zap variations

Random Clip chooses a zap and Random Float varies playback speed. Event limits decide whether a new zap is allowed to start.
Arcade in Unity: zap variations. The graph nodes and their connections are visible.

Random Clip chooses a zap and Random Float varies playback speed. Event limits decide whether a new zap is allowed to start.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeZap.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Frame the entire graph for an overview. Use the close views on this page for small labels.

A short coin reward

The coin graph plays one short reward sound and then ends. Its event settings decide what happens when too many coin plays overlap.
Arcade in Unity: a short coin reward. The graph nodes and their connections are visible.

The coin graph plays one short reward sound and then ends. Its event settings decide what happens when too many coin plays overlap.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeCoin.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Frame the entire graph for an overview. Use the close views on this page for small labels.

The jackpot cue

The jackpot has a simple play-and-finish graph. Its separate priority, overlap limit, and cooldown settings make it behave differently from the frequent zaps.
Arcade in Unity: the jackpot cue. The graph nodes and their connections are visible.

The jackpot has a simple play-and-finish graph. Its separate priority, overlap limit, and cooldown settings make it behave differently from the frequent zaps.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeJackpot.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Frame the entire graph for an overview. Use the close views on this page for small labels.

Replace an older zap

ArcadeZap allows three overlapping instances and uses Replace Oldest at the limit. An instance is one running play of the event.
Arcade in Unity: replace an older zap. The saved event values are visible in the Inspector.

ArcadeZap allows three overlapping instances and uses Replace Oldest at the limit. An instance is one running play of the event.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, select Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeZap.soundgraph.
  3. In the Inspector, expand Concurrency & priority. Read the values shown here; no changes are needed.

Reject an extra coin play

ArcadeCoin allows two overlapping instances and uses Reject New. Existing coin sounds can finish when another request arrives at the limit.
Arcade in Unity: reject an extra coin play. The saved event values are visible in the Inspector.

ArcadeCoin allows two overlapping instances and uses Reject New. Existing coin sounds can finish when another request arrives at the limit.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, select Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeCoin.soundgraph.
  3. In the Inspector, expand Concurrency & priority. Read the values shown here; no changes are needed.

Leave a gap between jackpots

ArcadeJackpot has a three-second cooldown: requests made too soon after an accepted play are refused.
Arcade in Unity: leave a gap between jackpots. The saved event values are visible in the Inspector.

ArcadeJackpot has a three-second cooldown: requests made too soon after an accepted play are refused.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, select Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeJackpot.soundgraph.
  3. In the Inspector, expand Playback & lifetime. Read the values shown here; no changes are needed.

Protect the jackpot cue

ArcadeJackpot allows one instance, uses Reject New, and has priority 32 with Protected enabled. Lower priority numbers are more important.
Arcade in Unity: protect the jackpot cue. The saved event values are visible in the Inspector.

ArcadeJackpot allows one instance, uses Reject New, and has priority 32 with Protected enabled. Lower priority numbers are more important.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, select Assets/DEV505/SoundManager/Samples/07-Arcade/ArcadeJackpot.soundgraph.
  3. In the Inspector, expand Concurrency & priority. Read the values shown here; no changes are needed.
DEV505 / SOUND LABChecked with Unity 6000.6.0f1 · Revision 746a1cc