Demo scenes¶
13. Demo scenes¶
Two scenes in NixAudio/Demo/, same content, different layout:
| Scene | Aspect |
|---|---|
NIXAudioDemo_Landscape.unity |
16:9 (reference 1920×1080) |
NIXAudioDemo_Portrait.unity |
9:16 (reference 1080×1920) |
Before the first run: import TMP Essential Resources (Window › TextMeshPro › Import TMP Essential Resources), then set the Game view to the matching aspect.
- Middle: an audio-reactive speaker made of primitives and
AudioReactivecomponents. - Left: "Try it" cards — each shows the exact code its buttons run (library loading, music loop with section markers, named markers, random pitch, the global marker event, 3D position, a clip without metadata, stopping).
- Right: band meters with beat dots, a 40-band spectrum, the waveform, the level meter and the event log.
The demo clips are synthetic (48 kHz / 24-bit WAV); their metadata lives in Demo/DemoAudioLibrary.asset.
Render pipeline of the demo materials¶
Each speaker material ships twice: URP/Lit in Demo/Materials/ and Standard (Built-in) in
Demo/Materials/Built-in/. The DemoSpeakerRig component on Demo Speaker lists both and, when the scene
plays, gives every speaker renderer the version of the project's active render pipeline:
| Active pipeline | Speaker in Play Mode |
|---|---|
| Built-in | the Standard materials |
| URP | the URP/Lit materials |
| HDRP or a custom SRP | materials created at runtime from the pipeline's default shader, with the same colors |
Nothing is written to disk: the saved scene and the material assets stay as they are.
The saved scenes reference the URP materials, so in a Built-in or HDRP project the speaker looks pink in edit mode only. To make the Scene view match too, open a demo scene and run Tools › NIX Audio › Rebuild Demo Scene: it rebuilds the open scene with the materials of the current pipeline (Built-in → the Standard copies). Rebuilding also recreates the scene's UI, so local changes to a demo scene are lost.