Audio
Audio controls longer-running sound. It is usually for music and ambience, not one-shot effects.
Use Insert > Playback & Flow > Audio when a track should start, change, fade, loop, or stop.
Properties
Node-specific properties
| Field | What it does |
|---|---|
| Track | bgm, ambient, or sfx. |
| Action | play or stop. |
| Fade Seconds | Optional fade duration. Must be 0 or greater when set. |
| Looped | Optional loop setting when playing. |
Inherited/common properties
| Field | What it does |
|---|---|
| Name | Optional label used in the editor and Story Map. Leave it empty to use VNC's automatic node name. |
| Audio | Audio asset to play. Hidden when Action is stop. |
| Next | Node that runs after this node finishes its own work. |
| Volume | Playback volume from 0 to 1 when playing. |
| Playback Speed | Playback speed greater than 0 when playing. |
Runtime Behavior
When Action is play, VNC stores the selected audio on the selected track. When Action is stop, VNC clears that track.
The node continues immediately after issuing the audio command. It does not wait for the sound to finish.
Example Setups
| Goal | Setup |
|---|---|
| Start scene music | Audio bgm/suspense, Track bgm, Action play, Looped true, Volume 0.5, Fade Seconds 0.35, Set Next to the next node in your route. |
| Play a short finale theme | Audio bgm/action, Track bgm, Action play, Looped false, Volume 0.55, Playback Speed 1.05, Fade Seconds 0.2, Set Next to the next node in your route. |
| Stop the current music | Track bgm, Action stop, Fade Seconds 0.25, Set Next to the next node in your route. |
Audio vs SFX
| Use Audio when... | Use SFX when... |
|---|---|
| The sound should occupy a named track. | The sound should fire once. |
| You may stop or replace it later. | You do not need to stop it later. |
| It is music, ambience, or a looping bed. | It is a click, hit, chime, or short cue. |
Audio nodes help establish mood over time. Place them at scene starts and major mood shifts so the track changes are easy to find.