LeanAudio Editor Released

LeanAudio Editor Released

Apr 01

With the LeanAudio Editor you can create audio procedurally for use in your game/app. Watch this fun clip I threw together using only effects generated by LeanAudio to showcase it’s wide repertoire:

Why Use Procedural Audio?

With LeanAudio, users are encouraged to share their creations on twitter or other social media platforms. If you like a creation, but find it needs just a little bit of tweaking, that is where LeanAudio excels. It is all created procedurally, so you already have all the inputs to make your own creation. Simply tweak these values without any loss in quality!  The more people share their creations, the more sound effects the community will have at their disposal.

You can also have elements of your game drive exactly how the audio is created. Because the basic inputs are AnimationCurves, you can slightly modify the keyframe value of a curve based on, say, the size of an object. The bigger the object the deeper the effect. The sound being generated by code can be helpful in a situation in which you are randomly creating a character’s look and you want all the characters’ sound effects to be randomly created as well.

The size of the sound clip is a fraction of the size of a wav or mp3 file. You could have thousands of LeanAudio clips and still be at the same weight of one wave file. Or you can create your own animation curves procedurally and have an infinite amount of sound clips with virtually no added weight to your game/app (besides the added CPU processing it takes to create the clip).

Why not? It’s just fun to make clips on the fly keeping your code-base more lightweight and unburdened by large static wave files.

Getting Started with the Editor

First, you can always get started with online version of the editor, but I recommend getting the asset store version for more reliable behavior and extra features.

To get started select the object you wish to attach the generate audio to, and click on “Add Component” in the inspector window, add the component “Lean Audio Generated” (Only available in the Asset Store version).


In the graph view you will see the basic inputs for the generated audio are is the Volume curve, and the Frequency curve.

The Volume curve is in red and defines how loud the clip will be at that point in time.

The  Frequency curve is in blue and defines how low or high pitched the clip is at that point.

You can right click to add more nodes to the curves, and click and drag nodes to adjust the values.

You can visually preview the output of the audio clip in the rainbow colored output in the background. It may not look like a normal sound wave curve that you are used to seeing, that is because it is only showing half the sound wave. You can uncheck the “half” toggle to see the whole curve, but it is easiest to edit in the half-view mode.

Use Vibrato

This feature adds a sort of wah-wah effect (if you are familiar with a guitar amp), it adds a sub-surface wave to the the volume curve, in the period that you define. The min value says how far down the dips in the vibrato go to (0 is all the way down, while 1 would be none at all).

Visually hook up to Code (only available in Editor)

You can either visually hook up your generated audioclip, to do this make a public LeanAudioGenerated object, and then you can drag any generated clip on to your script. To make an audio clip from this use the method createAudio(), like:

AudioClip clip = generateAudio.createAudio();

Make sure to check out the “HelicopterAwakening” scene for an example of how this can be used.

Programmatically hook up to Code

You can also copy and paste the code from “Generated C# Code” section of the LeanAudioGenerated component.


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