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Components

AudioMix

The whole mix, authored on one node: what each bus does to the sound, the named mixes it can slide between, the rules that duck one bus while another is loud, and the taps that feed one bus through another's chain.

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+ Add node → Audio Mix creates a node with it already on. Already have a node for it? Add component → AudioMixComponent.

Fields

FieldScript nameKindDefaultWhat it does
Effectseffectssection—Effects on each bus, in the order the sound passes through them.
FieldScript nameKindDefaultWhat it does
Mastermastersection—Effects on the master output, after everything else.
FieldScript nameKindDefaultWhat it does
SlotsslotslistemptyThe effects, first to last.
FieldScript nameKindDefaultWhat it does
Effecteffectone of LowPass, HighPass, BandPass, Delay, Distortion, Gain, Compressor, Reverb, PannernoneWhich effect this slot applies, such as a filter, a delay, or a reverb.
EnabledenabledcheckboxnoneWhether this effect is switched on.
Musicmusicsection—Effects on music.
FieldScript nameKindDefaultWhat it does
SlotsslotslistemptyThe effects, first to last.
FieldScript nameKindDefaultWhat it does
Effecteffectone of LowPass, HighPass, BandPass, Delay, Distortion, Gain, Compressor, Reverb, PannernoneWhich effect this slot applies, such as a filter, a delay, or a reverb.
EnabledenabledcheckboxnoneWhether this effect is switched on.
Sfxsfxsection—Effects on everything that is not music.
FieldScript nameKindDefaultWhat it does
SlotsslotslistemptyThe effects, first to last.
FieldScript nameKindDefaultWhat it does
Effecteffectone of LowPass, HighPass, BandPass, Delay, Distortion, Gain, Compressor, Reverb, PannernoneWhich effect this slot applies, such as a filter, a delay, or a reverb.
EnabledenabledcheckboxnoneWhether this effect is switched on.
SnapshotssnapshotslistemptyNamed mixes, such as paused, underwater, or boss.
FieldScript nameKindDefaultWhat it does
NamenametextnoneWhat the game calls it, such as "underwater", "paused", or "boss".
MastermastersectionnoneThe master bus.
FieldScript nameKindDefaultWhat it does
Volumevolumenumber, 0 to 1, step 0.01noneThe bus gain, from 0 to 1.
EffectseffectslistnoneWhich of this bus's effects are on in this mix, one switch per slot of its chain, in order. A slot with no switch keeps what it had.
MusicmusicsectionnoneThe music bus.
FieldScript nameKindDefaultWhat it does
Volumevolumenumber, 0 to 1, step 0.01noneThe bus gain, from 0 to 1.
EffectseffectslistnoneWhich of this bus's effects are on in this mix, one switch per slot of its chain, in order. A slot with no switch keeps what it had.
SfxsfxsectionnoneEverything that is not music.
FieldScript nameKindDefaultWhat it does
Volumevolumenumber, 0 to 1, step 0.01noneThe bus gain, from 0 to 1.
EffectseffectslistnoneWhich of this bus's effects are on in this mix, one switch per slot of its chain, in order. A slot with no switch keeps what it had.
Send Amountssend_amountslistnoneHow much each of the mix's Sends carries in this mix, by row, from 0 to 1 as the row's own Amount. Leave a row out to keep the amount the Sends give it.
DuckingduckslistemptyRules that hold one bus down while another is loud.
FieldScript nameKindDefaultWhat it does
Triggertriggerone of Master, Music, SfxnoneThe bus being listened to.
Targettargetone of Master, Music, SfxnoneThe bus being held down.
Thresholdthreshold_dbnumber, -96 to 0, step 0.1noneHow loud the trigger has to get, in decibels relative to full scale.
Amountamount_dbnumber, 0 to 96, step 0.1noneHow many decibels come off the target while the trigger is over.
Attackattacknumber, 0 to 5, step 0.001noneHow long the duck takes to come on, in seconds.
Releasereleasenumber, 0 to 10, step 0.001noneHow long it takes to let go, in seconds.
SendssendslistemptyFeeds some of one bus into another, after its own volume.
FieldScript nameKindDefaultWhat it does
Fromfromone of Master, Music, SfxnoneThe bus being tapped, after its own fader.
Totoone of Master, Music, SfxnoneThe bus it feeds.
Amountamountnumber, 0 to 1, step 0.01noneFraction sent.