Your Guide to Using SLATE

Audio Track

The Audio Track obviously works very closely with Audio Clips and is possible to process audio clips without the need to have an Audio Source on the actor (although playing from the Audio Source on the actor is also supported).


The Audio Track has inspector parameters that affect all audio clips played within the audio track.

  • Output Mixer. Audio will be sent to the selected Audio Mixer, which gives you additional control and the ability to apply effects to the audio.
  • Master Volume. The master volume audio will play at.
  • Master Pitch. The master pitch audio will play at.
  • Master Stereo Pan. The master stereo pan audio will play at. A value of -1 to 1 for left to right respectively.
  • Master Spatial Blend. This setting controls whether or not the audio clips played by this track will be 2D or 3D and how much. A value of zero means full 2D while a value of one means full 3D. Please note that an AudioTrack within the DirectorGroup always plays 2D audio.
  • Ignore Time Scale. By default in Slate changes in time scale affect the audio pitch. With this option enabled the pitch won’t be affected.
  • Bypass Reverb. If enabled, audio will not be affected by reverb.


Audio clips in the Audio Track are able to be trimmed or be looped simply by setting the clip to the desired length. Furthermore, the blend in/out properties in this case control the volume fade in/out that the audio will have.


Audio clips are also able to have subtitles text that will show on screen along with the audio, which makes more sense in the context of an audio clip played within an Actor Group, although it’s quite possible in the Director Group as well. The text transparency will be affected by the blend in and out properties of the clip.


Audio pitch is automatically modulated by the current time scale of the game. As such if you alter the time scale for a slow-motion (or fast-motion) effect, the audio will automatically follow along.


Finally, remember that splitting the clip will retain its offset correctly, thus it’s possible to split a big dialogue audio or music into small partial clips.



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