Sounds and sound graphs
Audio sources, 3D sound and sound graphs you can play with live.
Audio Source
The Audio Source component plays a sound from assets/sounds (WAV or OGG) with volume, pitch, loop, autoplay and 3D sound (the camera is the listener).
Control it from logic with the Play Sound, Play Audio and Stop Audio nodes, or play_sound, play_audio and stop_audio in scripts. The Sounds folder of the Content Browser imports sounds and plays them with a click.
Sound graphs
Like Unreal’s MetaSounds: in the Audio Source, choose Source → Sound Graph and click Edit Graph. The graph is audible right away (▶ Play) and draws its waveform.
| Group | Nodes |
|---|---|
| Sources | Oscillator (sine, triangle, saw and square, without aliasing), Noise, Wave Player (any WAV in assets) |
| Shaping | Envelope (ADSR), LFO, Smooth, Filter (low, high and band pass) |
| Effects | Delay, Reverb, Distortion, Mixer |
| Sequencing | Clock, Sequencer (MIDI notes in eighth notes, with rests), Random |
| Values | Math, Constant, Note to Hz, Parameter |
Start from a template: Laser, Coin, Explosion, Engine, Wind, Alarm, Melody and Footstep.
Parameters
A Parameter node is a value the game can change while the sound plays. Try it with the sliders in the editor, then change it from logic with Set Sound Parameter, or from a script:
set_sound_param("Car", "rpm", 0.8);
Sound graphs run on the audio thread, sample by sample, and they work as 3D sounds too.
The audio core
Omnion’s audio engine is its own Rust core, independent of the graphics. The same synths and effects run in your game, in the browser and inside music software as a CLAP or VST3 plugin.