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DEV505 / Sound ManagerDOCUMENTATION

DEV505 / EXPLORE

Build a sound, one step at a time.

A reference for all 49 shipped graph nodes, plus trimming, authoring, and debugging.

The graph describes what one sound event does. Your game plays the event by a key such as Sounds.Footstep, supplies its starting values, and keeps a handle when it needs control later.

Start with your first graph if you have not made one yet. This reference covers all 49 operations implemented at the checked source revision. The tables below describe shipped nodes, not a list of planned features.

Every node description includes its actual Unity editor appearance. Select an image to enlarge it. The clip nodes use example recordings so their relevant controls can be shown.

I want to… Read this
Start, signal, stop, or end an event Lifecycle · 5 nodes
Choose a recording and play it Clips and voices · 4 nodes
Pass values from gameplay Parameters and constants · 7 nodes
Pick and order commands Command flow · 7 nodes
Wait, repeat, or watch a condition Timing · 5 nodes
Calculate or compare values Math and choices · 21 nodes
Cut several steps from one recording Wave Asset ranges
Organize a graph and configure its event Authoring and settings
Understand a warning or silent branch Validation and debugging

The colored strip across the top of a node and its icon show its category in Unity’s Add a graph node menu. Use this table to recognize what a node is for. Each of the 49 descriptions also names its category and color.

Unity node header colors
ColorCategoryWhat it tells you
BlueEventsStart a branch when the event starts, receives a signal, or stops.
YellowSourcesProvide or choose the audio recording that a Play Audio node will use.
TealPlaybackStart and stop an audio voice: one playing recording.
PurpleParametersRead named values supplied by your game, such as speed, surface, or a chosen clip.
GreenValuesProvide constants, calculate numbers, convert values, or compare them.
PinkRandomChoose a random number or execution branch.
OrangeLogicControl commands: choose a path, wait, repeat, test a condition, or end a play.

These colors describe the whole node, not the values on its ports (connection points). For example, Random Clip is yellow because it chooses a recording, while Random Float is pink because it chooses a number. Our reading sections group related tasks, so one section can contain several colors.

Execution means “do this now.” Follow it from On Start, On Signal, or On Stop into an action. Float, Int, Bool, and Clip carry a value. A data input takes one connected source; an unconnected numeric or Bool input uses its inline value. A recording connection alone never starts audio.

Numbered inputs and outputs begin at 0, except Random Clip’s Clip 1…Clip N inputs. The node’s Count or Outputs setting controls how many numbered ports it has.

A Play Audio → Finished wire waits for natural voice completion. Sequence → Out 1 only waits for the preceding command to be sent. Play Audio → Stopped fires when the stop command is processed, while the fade may still be sounding. Use that overlap intentionally for transitions.

Values can be read repeatedly during a play. Live parameters can update a voice’s volume or speed; selecting another clip affects a future voice. Use Single Value on Random Float when each play should keep one random pitch.

The supplied backend uses Unity AudioSources. Playback speed changes pitch and duration together; it is not independent time stretching. Graph timers advance on updates, not a sample-accurate music clock. Asset Parameters use declared clips; they do not load arbitrary new audio from a URL. Future features are not included in this catalogue.