// NOTE: This function is called at runtime and edit time.  Keep that in mind when setting the values of properties.
    public override void ProcessFrame(Playable playable, FrameData info, object playerData)
    {
        AudioSource trackBinding = playerData as AudioSource;

        if (info.weight > 0f && !trackBinding.isPlaying)
        {
            trackBinding.spatialBlend          = 1f;
            trackBinding.spatialize            = true;
            trackBinding.outputAudioMixerGroup = null;
            trackBinding.Play();
        }

        if (!trackBinding)
        {
            return;
        }

        int inputCount = playable.GetInputCount();

        for (int i = 0; i < inputCount; i++)
        {
            float inputWeight = playable.GetInputWeight(i);
            ScriptPlayable <SpatialSourceBehaviour> inputPlayable = (ScriptPlayable <SpatialSourceBehaviour>)playable.GetInput(i);
            SpatialSourceBehaviour input = inputPlayable.GetBehaviour();


            // Use the above variables to process each frame of this playable.
        }
    }
    public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
    {
        var playable = ScriptPlayable <SpatialSourceBehaviour> .Create(graph, template);

        SpatialSourceBehaviour clone = playable.GetBehaviour();

        return(playable);
    }