Patch: All nodes

Node instance properties

  • NAME
    Displayname in the graph
     
  • NOTES
    Description or tags for the node
     
  • INDIVIDUAL PROPERTIES
    Some nodes have additional properties on the instance. Please see specific node description below.

Comparison

  • These nodes will compare two values and determine a true or false state. 
  • The inputs can be INTEGER, FLOAT, BOOLEAN, ENUM and the output will be a boolean value.

=

Equal: Bool

=

Equal: Enum

There will be an Equal Enum node available for each Enum Asset available in the Elias project.

<

Less than: Float

<=

Less or Equal: Float

=

Equal: Float

>

Greater than: Float


>=

Greater or Equal: Float

<

Less than: Int

<=

Less or Equal: Int

=

Equal: Int

>

Greater than: Int

>=

Greater or Equal: Int

 

 
 

Constant

  • Constants are isolated nodes containing a single value or state.
  • These can be used to set the same value on multiple places.
  • There are three different constant nodes for three different data types:

Constant Boolean

Set boolean state on the node.

Constant Int

Set the integer value on the note.

Constant Float

Set the float value on the note.

Constant (Enum): Enum name

Set Enum item on the node.

There will be a Constant Enum node available for each Enum Asset available in the Elias project.

 

 
 

Control

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Branch | If

It takes a pulse to start the boolean state check. Either set the state directly on the node or connect another node to feed the boolean data to the branch node. It will send a pulse from either the true or the false output depending on the state the node has when it gets a pulse.

  • Input: Pulse input to check the boolean state
  • Value: Set a boolean state on the node or connect it to another parameter or node to get the state from another node.
  • True: Passes through the pulse signal if the value is set to true.
  • False: Passes through the pulse signal if the value is set to false.

Distance to Pulse

This node will track the movement of the listener or other components and send pulses when they have moved a certain distance. The distance is specified by the threshold float value. Note that the threshold needs to be set with the game engine's way of measuring distance in mind.

  • X: Tracks listener movement in the X plane.
  • Y: Tracks listener movement in the Y plane.
  • Z: Tracks listener movement in the Z plane.
  • Threshold: Sets at what threshold increments a pulse should be sent.
  • Reset: Reset the tracking to measure threshold from 0 again.
  • Pulse output: Sends a pulse every time one or more of the plane inputs reaches the threshold.

Pulse Gate

Prevent pulses from being sent too close to one another. Set the lowest rate of pulses that should be able to come through this node by writing the time in milliseconds in the Close Time field. Note that pulses that come in during the waiting time will be thrown away and not stacked. Reset the timer with the reset socket with a pulse signal.

  • Pulse input: Take pulses from another node.
  • Reset: Reset the time cycle.
  • Close Time: Set the maximum time that has to pass before sending another pulse.
  • Pulse Output: Outputs a pulse at the rate the close time allows.

Pulse Once

This will only allow one pulse to be sent through the node. All pulses after the first one will be ignored until a reset has been done by sending a pulse to the reset socket.

  • Pulse input: Take pulses from another node.
  • Reset: Send pulse to reset input to reset the pulse once node and allow it to pass another one through again.
  • Pulse Output: Passes on the pulse from the pulse input if it hasn’t received a pulse already, or have been reset.

Pulse Step

This node will alternate sending a pulse from the A and B sockets each time it receives a pulse to the input.

  • Pulse input: Take the pulse from another node.
  • Reset: Send pulse to this input to reset the A and B cycle.
  • A: Passes on the receiving pulse every second time or if a reset has been performed.
  • B: Passes on the receiving pulse every second time or skips if a reset has been performed.

Value change

This node will send a pulse each time its boolean state is changed.

  • Boolean input/field: Change the boolean state on the node or a connected node to send a pulse though the pulse output.
  • Pulse output: Sends a pulse each time the boolean state from a connected node or this node changes

 

 
 

Conversion and Mapping 

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Enum to float: Enummapper

Each item in the enumeration list can be mapped to a float value.

The output float value will be the the value set for the currently active enum item on this node.

There will be an Enum to float Enummapper node available for each Enum Asset available in the Elias project.

Float to Audio

Generate sound from a float value.

TIP! Connect a white noise generator, to the input of this node to generate white noise sounds.

Float to Int (Truncated)

Converts a float value to an integer value and truncates the decimal value. This means that the decimal value will be removed and the whole value will stay unchanged.

Int to Float

Converts an integer value to a float value.

Map Bool

Map float values to the true or false state. This node takes a boolean value and depending on the state it will output the corresponding float value.

Map Range

Takes a float value and can remap the minimum and maximum inputs to output a different float value.

  • In.min: Set minimum input value.
  • In.max: Set maximum input value
  • Out.min: Set minimum output value.
  • Out.max: Set maximum output value.

E.g. If you set "in.min" to 0 and "in.max" to 100 and "out.min" to 0 and "out.max" to 10, if the input value is 50 it would remap it and instead output the value of 5

Round

Converts a float value to an integer value by rounding the value down to the closest whole value.

 

 
 

DSP: Dynamics

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Envelope Follower

Analyses the signal and generates a corresponding float value (control signal) that follows the amplitude of the signal. Set the reaction attack and release and also the sensitivity to intensify the float value.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Attack: Set the attack time in seconds.
  • Release: Set the release time in seconds.
  • Sensitivity: Sensitivity adjusts how responsive the envelope follower is to the input signal's level. e.g Higher sensitivity means that the effect reacts more to quiet signals and lower sensitivity means that the effect ignores quieter signals and only responds to louder ones.

Compressor

Compress the signal by setting the Threshold, Ratio, Attack, Release, and Makeup. Notice that the second input is used for side chaining so you can duck the volume on the Input signal based on the Sidechain signal.


 

Audio input:

  • Input: Audio signal input socket.
  • Sidechain: Audio signal input socket.

Audio output:

  • Out: Outputs the complete processed audio signal.

Settings (Set values or connect to node):

  • Threshold: Set the threshold in dB at which the compression starts.
  • Ratio: Set the ration between how much the signal gets reduced per dB over the threshold. (e.g 4:1 means that for every 4 dB over the threshold, only 1 dB gets through)
  • Attack: Set the attack time in seconds.
  • Release: Set the release time in seconds.
  • Makeup: Boost the output to compensate for the reduced peaks.

Limiter

Limit the signal to desired levels.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio signal.

Settings (Set values or connect to node):

  • Threshold: Set the threshold in dB at which the compression starts.
  • Release: Set the release time in seconds.
  • Makeup: Boost the output to compensate for the reduced peaks.

 

 
 

DSP: Effects and Filters

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Biquad filter

Filters the signal by setting the Frequency and Q values.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Frequency: The filter's relevant frequency: the cutoff frequency for high-pass and low-pass filters, the center frequency for band-pass and notch filters.
  • Q: The filter's Q-factor. The Q-factor controls the resonance and slope of the filter. Lower Q-factor gives lower resonance and slope, and vice versa.
  • Filter dropdown
    • LowPass: Low pass filter, will cut everything above the set frequency.
    • HighPass: High pass filter, will cut everything below the set frequency.
    • Bandpass: Band-pass filter, to cut above and below the set frequency.
    • Notch: Notch filter cuts the signal at the set frequency.

Output

  • Scratch: Audio signal, temporary memory.
  • a0: Float value, Constant term in the denominator polynomial..
  • a1: Float value, Coefficient of the 1st-order term in the denominator polynomial.
  • b0: Float value, Constant term in the nominator polynomial.
  • b1: Float value, Coefficient of the 1st-order term in the nominator polynomial.
  • b2: Float value, Coefficient of the 2nd-order term in the nominator polynomial

Bitcrusher

Resamples the signal and adds a bit-crushing effect. Set ratio and bit depth to alter the signal and down sample it.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Ratio: Sets the reduction of sample rate. (i.e. If the audio is originally 44.1 kHz and the ratio is set to 4:1, the new sample rate is 11.025 kHz.
  • Bit Depth: Sets the bit reduction. (i.e. 32 bit is very high quality, 16 bit is CD quality, 8 bit gets very crunchy and give a retro digital effect, 4 bit is very lo-fi.

Chorus

Adds chorus effect to a signal.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Rate: Set in Hz, the rate of the speed of movement.
  • Depth: A linear float value between 0 and 1 with 0 being no depth and 1 being maximum depth.

Delay

Adds delay effect to a signal.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Time: Set in milliseconds the delay between the dry sound and the repetition of it.
  • Feedback: Float value between 0 and 1. This decides the length of the repetitions where low values mean few repeats and a high value will move towards an infinite feedback loop.
  • Cutoff: Low pass filter to remove higher frequency of the delays.
  • Mix: Set the mix between dry and wet signals.

Distortion

Adds distortion to a signal.

TIP! Experiment with other gain nodes to add to this effect.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Gain: increase or decrease the gain.
  • Level: set the level of distortion.
  • Distortion dropdown
    • Diode: Diode distortion modeled with a hyperbolic tangent (tanh) function. Will never clip.
    • Tape: Tape distortion modeled with a linear term and a hyperbolic tangent (tanh) term. Note that the linear term will cause clipping if Gain is set too high.
    • Tube: Tube distortion modeled by composing exponentiation and hyperbolic tangent (tanh). Will never clip.

Early reflections

Reverb for early reflections


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Width: Sets the stereo width. Higher values widen the sound and give the sense of more space.
  • Length: Sets the length of the reverberation tail.
  • Distance: Simulates the distance from the reflection and listener where low-value shortens the delay of the reflection giving the sense that the room is smaller or that the wall is closer.
  • Absorption: Filter the reflection to simulate how absorbent the wall material is.
  • Mix: How much of the original signal should be mixed in (0=only dry signal, 1=only wet signal).

Flanger

Adds flanger effect to a signal


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Rate: A float value between 0 and 10 the rate of the depth movement.
  • Depth: A float value between 0 and 1 with 0 being no depth and 1 being maximum depth.
  • Feedback: A value between 0 and 1 to set the feedback duration. 

    NOTE: 
    Setting the value to 1 or very close to 1 will add a very long delay tail, and note that it will keep playing even if you stop the sound player since it is still reacting to the triggered sound. If you accidentally do this and want to stop it, stop the simulation in the studio or the game session in the game engine.

Late reverberations

Reverb for late reflections


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Pre-Delay: Set in milliseconds the delays the start of reverb.
  • Bandwidth: A low pass filter to color the reverberation. Wide bandwidth pass through more high frequency while a narrow bandwidth passes through less.
  • Damping: The amount of damping in room walls by shortening the reverb tail.
  • Decay: The length of the reverb tail. A float value between 0 and 1 where 0 is no reverberation and 1 is endless.
  • Mix: How much of the original signal should be mixed in (0=only dry signal, 1=only wet signal).

Low pass filter one pole collapsed

Low-pass filter with two settings


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Cutoff (Set field value or connect to float output): The frequency where to cut.
  • Order: Sets the steepness of the curve cutting off the frequency
  • Outputs
    • Alpha: Filter coefficient

Tremolo

Add a tremolo effect to the signal.


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Freq: Set the frequency/speed of the tremolo.
  • Amount: Set how wide the tremolo effect should be.
  • Waveform dropdown
    • Sine
    • Square
    • Triangle
    • Saw Falling
    • Saw Rising

Vibrato

Adds vibrato effect to a signal


 

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Settings (Set values or connect to node):

  • Rate: Set in Hz, the rate of the speed of movement.
  • Depth: A linear float value between 0 and 1 with 0 being no depth and 1 being maximum depth.

 

 
 

DSP: Mixing

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Gain

Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

  • Increase or reduce the gain of a signal

Mixer

Mixes two signals into one where each level can be set individually before the mix.


 

Audio input:

  • Input 1: Audio signal input socket 1.
  • Input 2: Audio signal input socket 2.

Audio output:

  • Out: Outputs the processed audio.

Properties:

  • Multiplier 1: Multiplier for input 1.
  • Multiplier 2: Multiplier for input 2.

 

 
 

Generators

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AHR Envelope

Outputs a float value that will change over time depending on the Attack, Hold, and Release settings


 

Inputs:

  • Pulse: Start: Start the attack phase of the envelope
  • Pulse: Release: Jump to releasephase on the envelope
  • Pulse: Stop: Abruptly stop the envelope (go to 0)


 

Outputs:

  • Float: Generated signal

Settings (Set values or connect to node):

  • Float: Attack: Attack time in seconds
  • Float: Hold: Hold time in seconds
  • Float: Release: Release time in seconds
  • Float: Amplitude: Amplitude value
  • Bool: Retrigger: Wheter a start pulse during an ongoing envelope, should restart the envelope or not
  • Bool: Loop: Loop envelope or not

Curve

Outputs a float value that will change over time depending on the settings you give it.


 

Inputs:

  • Pulse: Start: Start the curve animation. Once it has reached its target value the float value will stay there until the node gets another instruction.
  • Pulse: Stop: Stop the curve animation and return to the start value.
  • Pulse: Pause: Pause the curve animation at its current position
  • Pulse: Reset: This will reset the animation and start it once again from the start.

Outputs:

  • Float: A float value that will change over time depending on the settings you give it.

Settings (Set values or connect to node):

  • Float: Start: The start value of the curve
  • Float: Target: Target value for the curve
  • Float: Time: Set in seconds how long the animation should last
  • Float: Curve: set the shape of the curve

LFO

The LFO will generate a low-frequency signal


 

Outputs:

  • Float: The LFO will output a float value that will change over time.

Settings (Set values or connect to node):

  • Float: Frequency: Set the frequency of the oscillation.
  • Float: Amplitude: Set the depth of the oscillation curve.
  • Waveform dropdown
    • Sine
    • Square
    • Triangle
    • Saw Falling
    • Saw Rising

Pulse generator

The pulse generator node will keep sending out pulses in intervals that you specify, by setting the frequency and the phase.


 

Inputs:

  • Pulse: Start: Start the pulse generator that will output pulses at the set rate.
  • Pulse: Restart: Restart the pulse generator to abort the correct cycle and start it again.
  • Pulse: Stop: Stops the pulse generator and will stop outputting pulses.
  • Pulse: Pause: Pause the pulses at the current place in the cycle. Start again to continue from the paused position

Outputs:

  • Pulse: Sends out pulses in the interval that is specified.

Settings (Set values or connect to node):

  • Float: Freq: Set the frequency that affects the space between of the generated pulses
  • Float: Phase: Offsets the frequency to control when in the cycle the pulse is sent.

White noise

Generates white noise with random float values over time. TIP! Use together with the “Float to audio” node to generate white noise sound.


 

Inputs:

  • Float: Std: Set the standard deviation of the generated white noise. Higher values add more extreme deviations and will increase the total amplitude.

Outputs:

  • Float: random float values over time.

 

 
 

Instance

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On initiate patch

This node will send a pulse as soon as the patch is initiated

  • The initiation of the patch can be simulated in the studio by clicking the simulation button in a patch.
  • Initiation of the patch will also happen if the patch is selected on a component in the game and this component is being initiated.
  • A similar function is often found on components in game engines and can sometimes be called auto-activate or something similar.


 

Output:

  • Pulse: Will send a pulse as soon as the patch is initiated

Time since created

This node will output the time since the patch was initiated.

Output:

  • Float: Time since the patch was initiated.

 

 
 

INTERPOLATION

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Slug

Takes a float value and outputs a slugged float value to smooth the stream of float values to avoid sudden extreme diviations.


 

Inputs:

  • Input: Takes a float values.

Outputs:

  • Float: This is the output signal that can be processed via the settings.

Settings (Set values or connect to node):

  • Float: Time: Set the interpolation time.
  • Float: Initial Value: Start value for the node.
  • Curve dropdown
    • Linear
    • Exponential

 

 
 

MATH ARITHMETIC

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Float absolute (abs)

Get absolute value from set float value.

Inputs:

  • Float: Takes a float values.

Outputs:

  • Float: Output an absolute float value.

Float add (+)

Add two values

Inputs:

  • Float: A: Takes first value
  • Float: B: Takes second value

Outputs:

  • Float: Sum of A + B

Float divide (/)

Divide a value with another value.

Inputs:

  • Float: A: Takes first value
  • Float: B: Takes second value

Outputs:

  • Float: Result of A / B

Float exp

Calculates exponential value from set float value.

Inputs:

  • Float: Input value

Outputs:

  • Float: Outputs the exponential of the input value

Float mod (%)

Performs a modulo operation getting the remainder of division A / B.

Inputs:

  • Float: A: Takes first value
  • Float: B: Takes second value

Outputs:

  • Float: The remainder of division A / B.

Float multiply (*)

Multiplies two values

Inputs:

  • Float: A: Takes first value
  • Float: B: Takes second value

Outputs:

  • Float: The result of A * B.

Float power

Calculates the Power of a set value.

Inputs:

  • Float: A: Takes first value
  • Float: B: Takes second value

Outputs:

  • Float: The result of A^B.

Float subtract

Subtract a value from another value.

Inputs:

  • Float: A: Takes first value
  • Float: B: Takes second value

Outputs:

  • Float: The result of A - B

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

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  • xxxxxxxx

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

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TITLE

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=

Equal: Bool

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

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TITLE

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=

Equal: Bool

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

  • xxxxxxxx
  • xxxxxxxx

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

  • xxxxxxxx
  • xxxxxxxx

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

  • xxxxxxxx
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TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

  • xxxxxxxx
  • xxxxxxxx

 

 
 

TITLE

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Audio input:

  • Input: Audio signal input socket.

Audio output:

  • Out: Outputs the processed audio.

Properties (Set values or connect to node):

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