void Start()
    {
        var format   = ChannelEnumConverter.GetSoundFormatFromSpeakerMode(AudioSettings.speakerMode);
        var channels = ChannelEnumConverter.GetChannelCountFromSoundFormat(format);

        AudioSettings.GetDSPBufferSize(out var bufferLength, out var numBuffers);

        var sampleRate = AudioSettings.outputSampleRate;

        m_Graph = DSPGraph.Create(format, channels, bufferLength, sampleRate);

        var driver = new DefaultDSPGraphDriver {
            Graph = m_Graph
        };

        m_Output = driver.AttachToDefaultOutput();

        // Add an event handler delegate to the graph for ClipStopped. So we are notified
        // of when a clip is stopped in the node and can handle the resources on the main thread.
        m_HandlerID = m_Graph.AddNodeEventHandler <ClipStopped>((node, evt) =>
        {
            Debug.Log("Received ClipStopped event on main thread, cleaning resources");
        });

        // All async interaction with the graph must be done through a DSPCommandBlock.
        // Create it here and complete it once all commands are added.
        var block = m_Graph.CreateCommandBlock();

        m_Node = block.CreateDSPNode <PlayClipNode.Parameters, PlayClipNode.SampleProviders, PlayClipNode>();

        // Currently input and output ports are dynamic and added via this API to a node.
        // This will change to a static definition of nodes in the future.
        block.AddOutletPort(m_Node, 2, SoundFormat.Stereo);

        // Connect the node to the root of the graph.
        m_Connection = block.Connect(m_Node, 0, m_Graph.RootDSP, 0);

        // We are done, fire off the command block atomically to the mixer thread.
        block.Complete();
    }