Yotsuba Games
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Audio Mix

audio_mix

Mixes matching audio buffers, zero-pads the shorter input, and hard-clips to ±1

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
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a
AudioBuffer
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ć‚Ŗćƒ¼ćƒ‡ć‚£ć‚ŖB
b
AudioBuffer
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Output Ports

NameTypeDescription
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audio
AudioBuffer
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clipped_samples
Int
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Parameters

NameTypeDefaultRangeDescription / Options
音量A
gain_a
Float
10–2 / step 0.01

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音量B
gain_b
Float
10–2 / step 0.01

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Overview

Layers two sound effects into one. Combining layers such as tone and noise creates full-bodied SFX that a single waveform cannot produce.

Usage tips

  • A go-to SFX recipe is mixing audio_oscillator (a pitched waveform) with audio_oscillator(noise) to create impact or explosion textures.
  • Balance the layers with gain_a / gain_b. Chain Mix nodes for three or more inputs.

Related nodes

  • audio_oscillator — generates sounds to mix
  • audio_output — previews and exports WAV files

Layers two AudioBuffer values into one AudioBuffer.

Ports

Direction Port Type Description
Input a AudioBuffer Input A
Input b AudioBuffer Input B
Output audio AudioBuffer Mixed result
Output clipped_samples Int Number of samples limited to the -1..1 range

Parameters

  • gain_a: volume of input A
  • gain_b: volume of input B

Notes

v1 mixes audio with matching sample rates and channel counts. A format mismatch is an explicit error instead of silently dropping an input. The shorter input is zero-padded to the end of the longer one. Samples exceeding -1..1 after mixing are hard-clipped; clipped_samples reports the count and the gain controls show a warning. Soft clipping and normalization are not applied implicitly. Automatic resampling between different formats remains a future extension.

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Audio Mix — PixPipeline Node Reference