Demo and Blueprint recipes

Copyright (c) 2026 Darksaint Games. All Rights Reserved.

Open /AudioCore/Core/Map/Example with Show Plugin Content enabled. Press Play, click the viewport, then use WASD and mouse; E/Q move vertically. Follow the cyan central walkway through four galleries. Stop near each sign to read its listening instructions. These are standalone teaching examples built from Audio Core and engine assets.

Stations 01–18 provide three variations for each of six actor features. Stations 19–22 are working Blueprint integration recipes. The twelve included recordings are listed in Third-party audio.

StationExampleTry it
01Profile crossfadeEnter the cyan platform to replace the outdoor music with Dark Forest. Leave to restore the outdoor profile.
02Interior acousticsA 1200 Hz filter and music duck demonstrate a strongly muffled room.
03Repeatable discoveryThe pizzicato accent plays on entry. Exit completely to re-arm it.
04Wind point sourceApproach the beacon to hear distance-based wind and music ducking.
05Wind splineFollow the diagonal path; the nearest point on the spline becomes the source position.
06Default combatApproach the enemy marker to start the default profile combat track.
07Sphere profile zoneThe circular boundary activates guitar music and a fire bed. The profile supplies Aquaria at night.
08Warm interiorCompare gentle 6000 Hz filtering, 80% music volume and fire room tone with station 02.
09One-time discoveryA sax accent plays once per Play session. Leaving does not re-arm it.
10Tight fire source500 cm audible radius, 100 cm core, no ducking. Compare against the wind point.
11Bent fire splineFollow the L-shaped path. Its 300 cm range and linear corners contrast with the wind spline.
12Enemy-specific trackThis enemy supplies Pixel Sprinter, overriding the profile combat track.
13Nested zone prioritiesThe outer zone has priority 10 and guitar music. The center has priority 20 and Aquaria. Step out of the center to restore the outer profile.
14Nested interiorsThe center priority-20 interior applies heavy 500 Hz filtering and a heartbeat over the gentler priority-10 outer interior.
15Timed snapshot discoveryA steel accent applies a heartbeat mix for four seconds. Music is ducked, slowed and muffled; the snapshot then releases automatically.
16Wide heartbeat source900 cm range, 250 cm core, strong proximity ducking. Approach slowly to compare with station 10.
17Closed spline perimeterA heartbeat follows the rectangular perimeter. Its 200 cm range leaves the center outside the audible radius.
18Boss music priorityTwo enemy markers compete: boss priority 100 beats grunt priority 10. Approach from the sides to hear each separately.
19Blueprint music overrideEnter to force guitar music. Exit to clear the override. The normal resolver then selects zone, combat or default music.
20Blueprint profile overrideEnter to replace music and ambient beds together. Exit to release the profile override.
21Blueprint snapshot volumeEnter to apply the heartbeat snapshot. Exit removes that specific snapshot asset, without clearing unrelated snapshots.
22Blueprint death and reviveApproach to hear combat. Touch the center to run the death handler and play its stinger. Leave the center to revive the marker. AnyDamage calls the same death handler.

Blueprint graphs

All recipe assets are under /AudioCore/Examples/Blueprints. Open their Event Graphs. Execution runs left to right; blue sections apply a change, green sections restore it, and amber sections clean up during EndPlay. Pure lookups sit below the execution line. Unused template events are removed.

Connecting to a real game

Move the death handler into your base enemy Blueprint and call it when your health system confirms death. The demo treats any damage as lethal solely to keep the example compact. In multiplayer, enable Replicates on the enemy and call Notify Death on the server before destroying it. The example disables automatic destruction-as-death because it explicitly handles death and supports revival. A pooled enemy should call Notify Revived on the server when reused. Use Set Active For Audio(false) for living enemies that leave a fight.

The four trigger recipes address local player index 0 for the listening walkthrough. Audio Core itself filters remote player copies and dedicated-server playback automatically. Keep one Audio Core Player component on your replicated player pawn. The flying demo pawn does not supply production network movement or a damage/health system.

Multiplayer Blueprint examples

BP_DemoNetworkState is placed once in the example map. Its Shared State references DA_NetworkStates. Open its Event Graph: the blue section sends a private death mix to a specified player; the green section clears it after respawn; the two lower sections apply shared rain/night or clear/day.

  1. In your server death event, obtain the affected pawn's Audio Core Player component and assign it to TargetPlayerAudio on the example actor.
  2. Call ApplyOwnerDeathState. The graph checks server authority and component validity before sending Client Push Audio State. Other clients keep their own private state.
  3. After the server possesses a replacement pawn, assign its component to TargetPlayerAudio and call ClearOwnerDeathState. The client Director remembers the state between pawns.
  4. From your authoritative weather system, call StartSharedStorm or RestoreClearDay. Current values replicate to existing and later clients.

The sample State Map uses AudioCore.Snapshot.DreamSequence for a private mix that ducks music and forces combat off. Its AudioCore.Snapshot.Underwater entry demonstrates a shared track override. Replace these example tags with your game's registered state tags. Call Push Shared Audio State and Pop Shared Audio State on the Network State actor to test the shared override. Assign sound assets in the State Map, not in gameplay graphs.

For the automated network walkthrough, follow Multiplayer Notes. It tests actual network connections and adds a late-joining client. Stop PIE afterwards to discard test changes.

Manual music/profile overrides have one active slot, not an ownership stack. These example triggers are separated so they do not compete. In a production game, use one coordinator for overlapping scripted owners, or use priority zones/snapshots for layered behavior. Copy the application and cleanup paths together. On teardown, the component validity check allows cleanup to do nothing if the player has already gone away.

Profile day/night variants can be tested by calling Set Time Of Day with 12 and 22. Scaled clock values use decimal hours: 1850 means 18.5 hours (6:30 PM). These demonstrations are not a production character controller.

Full documentation · Sound credits