# Scaling CsoundUnity

**URL:** <https://forum.cabbageaudio.com/t/scaling-csoundunity/1920>\
**Category:** Csound for Games\
**Created:** [7 May 2020 21:25 UTC](https://forum.cabbageaudio.com/t/scaling-csoundunity/1920 "2020-05-07T21:25:19Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![giovannibedetti](https://forum.cabbageaudio.com/user_avatar/forum.cabbageaudio.com/giovannibedetti/32/4146_2.png) [@giovannibedetti](https://forum.cabbageaudio.com/u/giovannibedetti)\
**Post date:** [8 May 2020 11:49 UTC](https://forum.cabbageaudio.com/t/scaling-csoundunity/1920/2 "2020-05-08T11:49:25Z")

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I’m glad you had a talk about CsoundUnity with Steven!  
That would be very clever!  
But I really don’t know how much work it would require, I’m not totally aware of what the Csound API offers.  
So maybe this could also bring the modular approach and the ability to connect things around?  
Like an audio chain to be built in the inspector?  
Something like Alex was saying:

> [@CSoundUnity Beginner Questions](https://forum.cabbageaudio.com/t/csoundunity-beginner-questions/1903/36):
>
> I really like the idea of the Patcher window in Cabbage to route an instrument to an effect, would there be any way to use a similar system from within Unity? or even better as a UnityGraph that links up .csd nodes from the editor… That would be awesome.

Hope I’m not digressing too much.

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