Loads a single audio file for playback (can also be created by dropping audio files into AudioNodes).
To listen to the audio output, connect to an Audio Destination Node and play your project. Use the Timeline to set when your audio clip starts playing.
Note: this Node is for playing audio clips arranged on a project level, such as ambiences and loops. You can use the Sampler Node to play audio files for melodic notes.
This Node has no inputs.
projectBPM / BPMsetting
In addition to the settings listed here, the loaded audio file can be arranged on the Timeline.
This Node stores opened audio files in memory as raw PCM data for fastest performance. This is most suitable for opening relatively shorter audio clips, such as those under 5 minutes.
Longer clips can be opened, but will have a significant impact on memory use. Although the exact memory limit varies by system, AudioNodes Online can usually handle 40-50 minutes, while AudioNodes on the desktop can easily load several hour long clips if enough memory is present (8-16 GB).
Note: streaming audio directly from file is coming in a later update.
This Node has adaptive, built-in de-clicking, both for the beginning and ending of each Timeline segment, as well as when seeking playback (i.e. you won’t hear clicks when moving playback to the middle of the opened audio file). As such, you are not technically required to cut segments at zero points to avoid clicks.
Normalization and DC-offset removal are precomputed when an audio file is opened (the Normalize and Remove DC offset settings indicate this process with a “loading…” label), and applied in real-time. This lets you quickly toggle these settings.
Opening longer audio clips may momentarily block AudioNodes at the end of the loading process (including the audio/control signal processed through some Nodes). If your project is real-time critical, consider opening any required files in advance, or use shorter audio files.