Network node
Audio Link Receive
Plays audio another Grafit sends with Audio Link Send on the local network. Pick the stream from the live list (Machine › Stream). Audio Data goes to Audio Output, Audio FFT or any audio filter. Latency Lowest is a few milliseconds on a cable; Safe rides out Wi-Fi; Synced plays every sample at the sender’s time + Delay, so several computers play together. Different sound-card clocks are corrected continuously (Drift, in ppm).
Inputs
| Port | Type | Default |
|---|---|---|
| StreamMachine › Stream from the live list. Empty takes the first stream on offer. A typed name without a machine finds that stream on any Grafit. The choice survives restarts on either side. | string | |
| EnableOff unsubscribes: the sender stops sending to this computer. | bool | true |
| LatencyLowest — the buffer follows the measured network and sound-card timing, a few ms on a cable. Safe — at least 15 ms more, rides out Wi-Fi hiccups. Synced — every sample plays at the sender’s time + Delay: several computers play together. | int | — |
| VolumeGain on the received audio, 0–4 (1 = as sent). Changes glide, no clicks. | float | 1 |
| DelaySynced only: ms after the sender’s time each sample plays, 0–5000. Give every receiver the same Delay to play together; it must cover the network and buffers (80–150 ms on Wi-Fi, 20–40 on a cable). | float | 100 |
Outputs
| Port | Type |
|---|---|
| Audio Data | structure |
| Receiving | bool |
| LatencyLowest — the buffer follows the measured network and sound-card timing, a few ms on a cable. Safe — at least 15 ms more, rides out Wi-Fi hiccups. Synced — every sample plays at the sender’s time + Delay: several computers play together. | float |
| Level | float |
| Sample Rate | float |
| Channels | int |
| Format | string |
| Gaps | int |
| Drift | float |
| Sender | string |
| Streams | structure |
| Error | string |
Open Audio Link Receive in the interactive catalog →
Audio Link Receive is one of 381 nodes in Grafit Pro.
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