Skip to content
DEV505 / Sound ManagerDOCUMENTATION

DEV505 / START HERE

Launch in pictures.

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

10 / A little liftoff. Run an automatic launch, or manage power, pressure, and clamps yourself. Six events work together for the pad, countdown, flight, clamps, vent, and control-room cues.

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 the difference between events, plays, and voices

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

Ready at Mission Control

The pad is stopped with Auto selected. No voices are playing yet.
Launch in Unity: ready at Mission Control. The real scene controls and status readouts are visible.

The pad is stopped with Auto selected. No voices are playing yet.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/10-Launch/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Leave Auto selected and the launch stopped at Mission Control.

Too much pressure in Manual

Power is at 100% with the clamps still closed. The PRESSURE WARNING status is active; the large Ready for the sky line is the demo's normal preparing-phase readout.
Launch in Unity: too much pressure in Manual. The real scene controls and status readouts are visible.

Power is at 100% with the clamps still closed. The PRESSURE WARNING status is active; the large Ready for the sky line is the demo's normal preparing-phase readout.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/10-Launch/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Choose Manual, then Launch.
  3. Set power to 100% and leave the clamps closed. Wait for PRESSURE WARNING.

Abort the launch

The manual launch has been aborted. The scene reports a safe shutdown while the ending audio finishes.
Launch in Unity: abort the launch. The real scene controls and status readouts are visible.

The manual launch has been aborted. The scene reports a safe shutdown while the ending audio finishes.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/10-Launch/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Choose Manual, start the launch, and raise power to 100% with the clamps closed.
  3. Wait for the pressure warning, then choose Abort. Capture the safe-shutdown state.

Three seconds to liftoff

Auto has supplied enough power, reduced pressure, and opened the clamps. The graph can now begin its three-count sequence.
Launch in Unity: three seconds to liftoff. The real scene controls and status readouts are visible.

Auto has supplied enough power, reduced pressure, and opened the clamps. The graph can now begin its three-count sequence.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/10-Launch/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Leave Auto selected and choose Launch.
  3. Let the controller power the pad, vent pressure, and open the clamps. Capture when the countdown displays 3.

The rocket lifts off

The rocket is just above the pad with its thrusters active. The flight event follows the moving rocket.
Launch in Unity: the rocket lifts off. The real scene controls and status readouts are visible.

The rocket is just above the pad with its thrusters active. The flight event follows the moving rocket.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/10-Launch/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Leave Auto selected and choose Launch.
  3. Allow countdown and ignition to finish. Capture shortly after liftoff while the rocket is still above the pad.

Pause during flight

The rocket is held at the same altitude and the HUD reports LAUNCH PAUSED. The demo pauses its motion and retained audio plays together.
Launch in Unity: pause during flight. The real scene controls and status readouts are visible.

The rocket is held at the same altitude and the HUD reports LAUNCH PAUSED. The demo pauses its motion and retained audio plays together.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/10-Launch/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Leave Auto selected, choose Launch, and wait for liftoff.
  3. Press P or choose Pause during flight. Capture the frozen rocket and LAUNCH PAUSED readout.

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.

LaunchPad: power, pressure, and shutdown

Three running layers respond to Power. A pressure alarm and a separate release path handle warnings and shutdown.
Launch in Unity: launchPad: power, pressure, and shutdown. The graph nodes and their connections are visible.

Three running layers respond to Power. A pressure alarm and a separate release path handle warnings and shutdown.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchPad.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.

LaunchSequence: wait, count, ignite

The graph waits for the launch conditions, runs the countdown, and plays ignition. Its completion is observed by the demo controller.
Launch in Unity: launchSequence: wait, count, ignite. The graph nodes and their connections are visible.

The graph waits for the launch conditions, runs the countdown, and plays ignition. Its completion is observed by the demo controller.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchSequence.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.

LaunchFlight: follow the rocket

A continuous flight sound changes with its parameter and follows the rocket through the context created by the demo.
Launch in Unity: launchFlight: follow the rocket. The graph nodes and their connections are visible.

A continuous flight sound changes with its parameter and follows the rocket through the context created by the demo.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchFlight.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.

LaunchClamp: release the hardware

A short mechanical cue marks the clamp action and ends after playback.
Launch in Unity: launchClamp: release the hardware. The graph nodes and their connections are visible.

A short mechanical cue marks the clamp action and ends after playback.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchClamp.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.

LaunchVent: release pressure

A short vent cue uses random playback speed for variation. The demo triggers it when venting pressure.
Launch in Unity: launchVent: release pressure. The graph nodes and their connections are visible.

A short vent cue uses random playback speed for variation. The demo triggers it when venting pressure.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchVent.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.

LaunchUI: a control-room cue

A short UI event chooses a click variation for a control action. This event ignores pause, so control clicks can still play while the launch is paused.
Launch in Unity: launchUI: a control-room cue. The graph nodes and their connections are visible.

A short UI event chooses a click variation for a control action. This event ignores pause, so control clicks can still play while the launch is paused.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchUI.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.

Keep checking the pressure

Float Compare tests whether Pressure is greater than 0.72. Track Condition starts or stops the repeating alarm as that test changes.
Launch in Unity: keep checking the pressure. The graph nodes and their connections are visible.

Float Compare tests whether Pressure is greater than 0.72. Track Condition starts or stops the repeating alarm as that test changes.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchPad.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Keep checking the pressure” on this page and zoom in to read their fields and connections.

Choose the shutdown ending

On Stop checks Release before playing the shutdown cue. The Abort signal also has a path to Stop Instance.
Launch in Unity: choose the shutdown ending. The graph nodes and their connections are visible.

On Stop checks Release before playing the shutdown cue. The Abort signal also has a path to Stop Instance.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchPad.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Choose the shutdown ending” on this page and zoom in to read their fields and connections.

Wait until launch is allowed

The launch requires Power of at least 0.72, Pressure below 0.85, and ClampsOpen. And nodes combine the tests before Wait For Condition continues.
Launch in Unity: wait until launch is allowed. The graph nodes and their connections are visible.

The launch requires Power of at least 0.72, Pressure below 0.85, and ClampsOpen. And nodes combine the tests before Wait For Condition continues.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchSequence.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Wait until launch is allowed” on this page and zoom in to read their fields and connections.

Count three ticks

Sequence orders setup and Repeat sends timed pulses into Counter. Counter tracks three ticks; the graph also changes their playback speed as the count advances.
Launch in Unity: count three ticks. The graph nodes and their connections are visible.

Sequence orders setup and Repeat sends timed pulses into Counter. Counter tracks three ticks; the graph also changes their playback speed as the count advances.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchSequence.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Count three ticks” on this page and zoom in to read their fields and connections.

Pause briefly, then ignite

A final one-second Delay leads to the ignition clip. When that clip finishes, the sequence can complete and the controller can begin flight.
Launch in Unity: pause briefly, then ignite. The graph nodes and their connections are visible.

A final one-second Delay leads to the ignition clip. When that clip finishes, the sequence can complete and the controller can begin flight.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/10-Launch/LaunchSequence.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Pause briefly, then ignite” on this page and zoom in to read their fields and connections.
DEV505 / SOUND LABChecked with Unity 6000.6.0f1 · Revision 746a1cc