Component · audio
AudioGraphSource
Plays a procedural audio graph (an ara-audio-graph
graph document, domain audio) from this entity, spatialized and attenuated by its AudioSource (whose clip stays empty). Gameplay writes parameters and bumps triggers; the audio presenter forwards changes sample-accurately at the next control frame.Fields
graph
option<asset<graph>>The audio graph document.
default null
parameters
map<f32>Parameter values by name (clamped to the graph's declared ranges).
default {}
triggers
map<u32>Trigger counters by name: each increment fires the trigger once.
default {}
Usage
Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.
Add it
ara do component.add -p entity=name:Crate -p component=AudioGraphSource --why "Add AudioGraphSource"Set a field
ara do property.set -p entity=name:Crate -p path=AudioGraphSource.graph -p value=null --why "Tune AudioGraphSource"In a scene document
{
"AudioGraphSource": {
"graph": null
}
}From C#
/// <summary>Tune a procedural oscillator.</summary>
public static void UseAudioGraphSource(Entity entity, in Tick tick)
{
ref var component = ref World.Get<AudioGraphSource>(entity);
component.Parameters = new() { ["frequency"] = 440f };
}From C#
Scripts read and write it with Get<AudioGraphSource>(); see the AudioGraphSource struct.