Patch

Patch

The patch asset is a central asset for creating sound and for Communication with the game engine or other host software. Patches are node graphs for setting up data and signal flows. Read about the available nodes here: Patch: All nodes 

Create Patch Asset

  • A patch is created by right-clicking in the asset browser and selecting “Create new patch” or by clicking the “+” button in the bottom left corner of the asset browser and selecting the same option. Name the patch directly or keep the default name.
  • Right-click on the patch in the asset browser to get the option to rename and delete it.
  • Open a patch by double-clicking on it, and it will load into a new tab in the workspace.

Example: Create an ambient sound

  • To make a very simple ambient sound, all you need to do is add a sound asset to the sound list on the sound player, set it to looping if wanted, and start simulation or select the patch on a sound component in the game and start the game. You should then hear it right away, and you can then continue working on it and, for example, change the output group channel, etc.
  • To make fields overridable in a patch configuration child, select the node and look in the inspector, to the right side of each field, you can toggle the configuration button. When it is pink, it means that it will be available in the child configuration and can be overridable.

Simulate Patch

Read about patch simulation here: LINK

Graph Navigation

  • Middle-click or right-click and hold while moving the pointer to move around in the graph.
  • Use the scroll wheel, or two fingers and drag on a touchpad to zoom in and out.
  • Navigation buttons to the right in the top bar, from left to right:
    • Fit nodes into view
    • Back to center
    • Zoom level display in percent. Change value by hovering the field and scrolling or clicking the arrow up/down keys shown while hovering the field.

Patch Undo/Redo

  • Use undo/redo buttons in the top bar to undo/redo actions in the patch editor, or use key commands:
  • Undo = Ctrl+Z, Command+Z
  • Redo = Ctrl+Shift+Z, Command+Shift+Z

Patch Nodes

  • Right-click in empty areas in the graph to prompt the node menu. Locate the desired node and click it to add it to the patch graph. Newly created nodes are not automatically connected to anything.
    Read more about the different kinds of nodes here: LINK
  • Selected nodes can be copied (Ctrl+C, Command+C) and pasted (Ctrl+V, Command+V). Note that some settings within the nodes are not copied.
  • Connect nodes by left-clicking and dragging out the output socket to then connect it to another node's input. Note that data types need to match for the sockets to connect.
  • Left-click and drag out from an output socket and release the mouse button in an empty area to open up the node menu. If a node type with a matching data type is selected, it will automatically connect the nodes.
  • Remove a connection by holding the alt-key and clicking a socket or selecting the cord and click delete-/backspace-key.

Inspector

The inspector in the right section of the application is context-sensitive and displays fields and information about the currently selected node. When a node is selected, each field will be displayed in the inspector, and next to it is an icon that can be checked if that field should be inherited down to a patch configuration. Read more about Patch configurations here: 
LINK

Patch parameters

Patch parameters are local parameters holding different types of data values that can be set from the end application and read from an Elias patch.

Read more about parameters here: Parameters 

Read more about the parameter nodes here: Patch: All nodes 

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