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Values your game can change
Choose Float, Int, Bool, or Asset parameters and apply starting values in time.
A parameter is a value your game can change for one play, so two engines can have different speeds. A constant is a fixed value saved in the graph. If the first command needs a particular value, supply it with SoundPlayContext.With(...) before calling Play. You can update live parameters afterward while the sound runs.
See it in a complete example: Engine live parameters.
For the full list, open the node catalogue.
Float Parameter
Section titled “Float Parameter”Reads a decimal parameter belonging to this play. Runtime changes move toward the target using Rise Rate or Fall Rate in units per second. Initial values are applied immediately.
Parameters · purple headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Value | Float |
Set it up. New node: Parameter Volume, Default 0.5, Min 0, Max 1, Rise/Fall Rate 0. Zero rate means immediate changes. Use generated parameter IDs in code.
Try it. Engine RPM can raise speed gradually without abrupt jumps.
Supplies a constant decimal number. It has no execution input and does not change during a play.
Values · green headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Value | Float |
Set it up. Set Value; its default is 0. Use a parameter node when gameplay needs to change it.
Try it. Set a fixed gain of 0.6.
Supplies a constant true/false value. It has no execution input and does not change during a play.
Values · green headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Value | Bool |
Set it up. Set Value; its default is false. Use a parameter node when gameplay needs to change it.
Try it. Temporarily choose the true branch while testing.
Int Parameter
Section titled “Int Parameter”Reads a whole-number parameter. Accepted values are clamped to its declared range; there is no time smoothing.
Parameters · purple headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Value | Int |
Set it up. New node: Parameter Index, Default 0, Min 0, Max 100. Match the range to your choices.
Try it. Footstep Surface selects one of three banks with values 0–2.
Bool Parameter
Section titled “Bool Parameter”Reads a true/false value from this play. Use it to allow an action or choose a branch.
Parameters · purple headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Value | Bool |
Set it up. New node: Parameter Enabled, Default false. Pass the starting value in the play context when the first branch needs it.
Try it. Launch waits until LaunchAllowed becomes true.
Asset Parameter
Section titled “Asset Parameter”Reads the currently selected clip. Only a clip declared in Allowed Clips is accepted. Changing it affects future Play Audio starts, not the source of a voice already playing.
Parameters · purple headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Asset | Clip |
Set it up. New node: Parameter Clip, Default empty. Assign a non-null default and include it in Allowed Clips before the graph can validate.
Try it. Jukebox changes the incoming track, starts its other voice, and crossfades the volumes.
Supplies a constant whole number. It has no execution input and does not change during a play.
Values · green headerColor key
| Direction | Port | Value |
|---|---|---|
| Output | Value | Int |
Set it up. Set Value; its default is 0. Use a parameter node when gameplay needs to change it.
Try it. Set a branch index to 2.
Continue with graph checks and debugging if a connection or event is refused.