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Choosing and playing clips

Connect recordings, pick variations, and understand the two ways a voice ends.

A Clip port carries a recording to use. An Execution port carries a command to do something now. Connecting a Wave Asset to Play Audio chooses the recording; connecting a command to Play starts it.

See it in a complete example: Footsteps with trimmed variations.

For the full list, open the node catalogue.

Supplies an AudioClip; it does not play the clip by itself. A trimmed range becomes a derived clip before runtime.

Sources · yellow headerColor key

Wave Asset with an example recording and Range expanded.
Wave Asset node in the Unity graph editor, showing its controls and ports

Wave Asset with an example recording and Range expanded.

Ports on Wave Asset
DirectionPortValue
OutputAssetClip

Set it up. Assign Asset. Start is seconds from the beginning (default 0); Length is duration (default 0 means through the end). Open Range to choose and preview a section.

Try it. Give several Wave Asset nodes the same grass recording, then choose a different single-step range on each.

Each Play command starts a voice from Audio Source. Volume and Playback Speed can follow changing data. Finished fires when voices end naturally; if several end in one update it fires once for this node.

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Play Audio with its Audio Source connected.
Play Audio node in the Unity graph editor, showing its controls and ports

Play Audio with its Audio Source connected.

Ports on Play Audio
DirectionPortValue
InputPlayExecution
InputStopExecution
InputAudio SourceClip
InputVolumeFloat
InputPlayback SpeedFloat
OutputFinishedExecution
OutputStoppedExecution

Set it up. Loop defaults off, Fade In/Out to 0 seconds, Volume to 0.5, and Playback Speed to 1. Stop detaches this node’s voices with Fade Out and emits Stopped immediately, while the fade may still be audible. Up to eight voices can belong to this node; extra starts are ignored and traced.

Try it. Wire ignition Finished to loop Play. Wire On Stop to loop Stop, then loop Stopped to the release Play.

Chooses a connected Wave Asset each time it is read. No Repeat avoids the previous choice when more than one is available. History is shared across plays of the same owner, event revision, and node, with a bounded service cache.

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Random Clip with two Wave Asset inputs connected.
Random Clip node in the Unity graph editor, showing its controls and ports

Random Clip with two Wave Asset inputs connected.

Ports on Random Clip
DirectionPortValue
OutputAssetClip
InputClip 1 … Clip NClip

Set it up. Clips defaults to 2 (allowed 1–16), No Repeat defaults on. Every input must connect directly to a Wave Asset and resolve to a distinct clip. Different baked ranges count as different clips; identical ranges share one clip.

Try it. Connect several trimmed stone steps, then send Asset to Play Audio’s Audio Source.

Reads one Clip input chosen by Index. Index is zero-based and clamped to the available range. Only the chosen input is evaluated.

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Unity node · Select By Index.
Select By Index node in the Unity graph editor, showing its controls and ports

Unity node · Select By Index.

Ports on Select By Index
DirectionPortValue
InputIndexInt
OutputOutClip
InputIn 0 … In (Count − 1)Clip

Set it up. Count defaults to 2 (allowed 0–255). With no inputs the result is a missing clip. Give each input a Wave Asset, Random Clip, or allowed Asset Parameter source.

Try it. Footstep uses 0 for grass, 1 for stone, and 2 for wood. The gameplay ground enum is converted before playing.

Continue with graph checks and debugging if a connection or event is refused.