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.
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= Equal: Bool |
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= Equal: EnumThere will be an Equal Enum node available for each Enum Asset available in the Elias project. |
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< Less than: Float |
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<= Less or Equal: Float |
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= Equal: Float |
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> Greater than: Float |
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Greater or Equal: Float |
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< Less than: Int |
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<= Less or Equal: Int |
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= Equal: Int |
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> Greater than: Int |
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>= 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:
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Constant BooleanSet boolean state on the node. |
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Constant IntSet the integer value on the note. |
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Constant FloatSet the float value on the note. |
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Constant (Enum): Enum nameSet 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 | IfIt 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.
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Distance to PulseThis 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.
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Pulse GatePrevent 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.
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Pulse OnceThis 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.
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Pulse StepThis node will alternate sending a pulse from the A and B sockets each time it receives a pulse to the input.
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Value changeThis node will send a pulse each time its boolean state is changed.
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Conversion and Mapping
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Enum to float: EnummapperEach 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. |
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Float to AudioGenerate sound from a float value. TIP! Connect a white noise generator, to the input of this node to generate white noise sounds. |
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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. |
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Int to FloatConverts an integer value to a float value. |
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Map BoolMap 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. |
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Map RangeTakes a float value and can remap the minimum and maximum inputs to output a different float 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 |
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RoundConverts a float value to an integer value by rounding the value down to the closest whole value. |
DSP: Dynamics
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Envelope FollowerAnalyses 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:
Audio output:
Settings (Set values or connect to node):
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CompressorCompress 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:
Audio output:
Settings (Set values or connect to node):
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LimiterLimit the signal to desired levels.
Audio input:
Audio output:
Settings (Set values or connect to node):
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DSP: Effects and Filters
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Biquad filterFilters the signal by setting the Frequency and Q values.
Audio input:
Audio output:
Settings (Set values or connect to node):
Output
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BitcrusherResamples the signal and adds a bit-crushing effect. Set ratio and bit depth to alter the signal and down sample it.
Audio input:
Audio output:
Settings (Set values or connect to node):
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ChorusAdds chorus effect to a signal.
Audio input:
Audio output:
Settings (Set values or connect to node):
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DelayAdds delay effect to a signal.
Audio input:
Audio output:
Settings (Set values or connect to node):
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DistortionAdds distortion to a signal. TIP! Experiment with other gain nodes to add to this effect.
Audio input:
Audio output:
Settings (Set values or connect to node):
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Early reflectionsReverb for early reflections
Audio input:
Audio output:
Settings (Set values or connect to node):
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FlangerAdds flanger effect to a signal
Audio input:
Audio output:
Settings (Set values or connect to node):
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Late reverberationsReverb for late reflections
Audio input:
Audio output:
Settings (Set values or connect to node):
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Low pass filter one pole collapsedLow-pass filter with two settings
Audio input:
Audio output:
Settings (Set values or connect to node):
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TremoloAdd a tremolo effect to the signal.
Audio input:
Audio output:
Settings (Set values or connect to node):
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VibratoAdds vibrato effect to a signal
Audio input:
Audio output:
Settings (Set values or connect to node):
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DSP: Mixing
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GainAudio input:
Audio output:
Properties (Set values or connect to node):
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MixerMixes two signals into one where each level can be set individually before the mix.
Audio input:
Audio output:
Properties:
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Generators
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AHR EnvelopeOutputs a float value that will change over time depending on the Attack, Hold, and Release settings
Inputs:
Outputs:
Settings (Set values or connect to node):
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CurveOutputs a float value that will change over time depending on the settings you give it.
Inputs:
Outputs:
Settings (Set values or connect to node):
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LFOThe LFO will generate a low-frequency signal
Outputs:
Settings (Set values or connect to node):
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Pulse generatorThe pulse generator node will keep sending out pulses in intervals that you specify, by setting the frequency and the phase.
Inputs:
Outputs:
Settings (Set values or connect to node):
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White noiseGenerates white noise with random float values over time. TIP! Use together with the “Float to audio” node to generate white noise sound.
Inputs:
Outputs:
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Instance
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On initiate patchThis node will send a pulse as soon as the patch is initiated
Output:
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Time since createdThis node will output the time since the patch was initiated. Output:
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INTERPOLATION
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SlugTakes a float value and outputs a slugged float value to smooth the stream of float values to avoid sudden extreme diviations.
Inputs:
Outputs:
Settings (Set values or connect to node):
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MATH ARITHMETIC
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Float absolute (abs)Get absolute value from set float value. Inputs:
Outputs:
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Float add (+)Add two values Inputs:
Outputs:
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Float divide (/)Divide a value with another value. Inputs:
Outputs:
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Float expCalculates exponential value from set float value. Inputs:
Outputs:
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Float mod (%)Performs a modulo operation getting the remainder of division A / B. Inputs:
Outputs:
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Float multiply (*)Multiplies two values Inputs:
Outputs:
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Float powerCalculates the Power of a set value. Inputs:
Outputs:
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Float subtractSubtract a value from another value. Inputs:
Outputs:
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TITLE
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xxxxxxxxxx
Audio input:
Audio output:
Properties (Set values or connect to node):
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TITLE
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xxxxxxxxxx
Audio input:
Audio output:
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:
Audio output:
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:
Audio output:
Properties (Set values or connect to node):
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TITLE
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Audio input:
Audio output:
Properties (Set values or connect to node):
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TITLE
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Audio input:
Audio output:
Properties (Set values or connect to node):
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TITLE
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Audio input:
Audio output:
Properties (Set values or connect to node):
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TITLE
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Audio input:
Audio output:
Properties (Set values or connect to node):
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