BroAudio
Quick StartScripting APIAsset Store
  • Overview
    • Introduction
    • Getting Started
    • Compatibility
  • Core Features
    • Library Manager
      • Create The Library
      • Design The Sound
        • πŸ”ŠVolume
        • 🎚️Fading
        • πŸ”Looping
        • 🎲Randomization
        • πŸ’ͺVelocity
        • πŸŽ›οΈSpatial & Mix
    • Audio Player
      • Music Player
      • Dominator Player
    • Playback Group
    • Audio Effect
    • No-Code Components
      • Sound Source
      • Sound Volume
      • Spectrum Analyzer
    • Addressables
    • Customization
  • Designs
    • Audio Mixer
  • Tools
    • Audio Clip Editor
    • Audio Effect Editor
    • Useful Attrubutes
  • Reference
    • Scripting API
      • Class
        • BroAudio
        • SoundSource
        • BroAdvice
      • Interface
        • IAudioPlayer
        • IMusicPlayer
        • IPlayerEffect
        • IAutoResetWaitable
        • IAudioSourceProxy
      • Struct
        • SoundID
        • Effect
        • Fading
      • Enums
        • BroAudioType
        • EffectType
        • StopMode
        • Transition
        • Ease
    • Unity API Integration
    • Audio Terminology
    • Technical Details
  • Others
    • Release Notes
    • Known Issues
      • Duplicate SoundID Issue
    • Roadmap
    • Support & Contact
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On this page
  • Name
  • Bro Audio Type
  1. Core Features
  2. Library Manager

Design The Sound

How a sound would be played and how it will behave is all set in Entity.

Last updated 7 months ago

Name

Click the text field to name the entity when it's unfolded.

πŸ””The name will be used in the SoundID dropdown menu, so a meaningful name is recommended.

Bro Audio Type

The AudioType of the entity, it can be utilized by the API such as SetVolume(AudioType) or SetEffect(AudioType) ...etc. Choose the type that suits your needs.

πŸ””Changing the AudioType will re-generate a new SoundID, which means the reference to this entity that you've saved in your scene or scriptable object will be gone.

All settings and features in LibraryManager can be utilized without the need for any coding or API usage. Such as , , ...etc.

Clip List

The list that stores all the Audio Clips. Each clip can have different parameter settings, and they will be picked by the PlaybackMode setting when it's played at runtime. The parameters will be shown when one of the clips is selected.

PlaybackMode

When an entity is played, it will follow the rule of the following options to pick an Audio Clip.

  1. Single: always play the first AudioClip.

  2. Sequence: The first playback will be at index 0, the second will be at index 1, and so on. After playing the last AudioClip, the next playback will return to index 0.

  3. : It will randomly select one AudioClip based on its weight. Probability is calculated as Weight/Total sum of all weights.

  4. : Plays audio clips randomly, ensuring that no clip is repeated until all clips in the list have been played.

  5. : Play clip by the specified number.

πŸ”” if there is only one AudioClip, the options won't show, and it will use Single mode

Clip Parameters

Volume The audio volume that the clip will be played. More details on the page.

Playback Position (in seconds)

Start: The starting point of the clip. End: The ending point of the clip. In: The duration time of the fade-in process. Out: The duration time of the fade-out process. Delay: The duration time before the entity plays.

The playback position can be controlled by dragging the icon on the waveform GUI, and the green guiding line could help you see the playback flow more clearly.

Master Volume

Pitch

The pitch of the entity. Currently, it is the same as AudioSource's pitch, which is achieved through time stretching. The higher the pitch is set, the more it is shortened.

Priority

Looping

Spatial

Tips: Sounds that might not needed: BGM, Ambience, UI, VoiceOver. Sounds that might needed: SFX

Alt + Left-Click on the foldout icon of any entity can expand/collapse all the entities quickly.

The audio volume that the entity will be played. It is useful when using multiple clips in an entity. More details on the page.

βœ…This setting supports 🎲 ! Click the [RND] button to set its random range.

βœ…This setting supports 🎲 ! Click the [RND] button to set its random range.

The same as AudioSource's priority.

Let the entity automatically replay when it ends. More details in .

The same as AudioSource's 3D Sound Settings (), but it's optional instead of built-in in all entities. If the sound needs positioning, then click the [Create And Open] button to create a spatial setting asset and open its editor window.

Volume
Randomization
Randomization
see Unity's Doc
Seamless Loop
see Unity's Doc
randomization
fading
Velocity
Volume
seamless loop
Page cover image
Random
Shuffle