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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/doc/classes/AudioEffect.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioEffect" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for audio effect resources.
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</brief_description>
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<description>
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The base [Resource] for every audio effect. In the editor, an audio effect can be added to the current bus layout through the Audio panel. At run-time, it is also possible to manipulate audio effects through [method AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and [method AudioServer.get_bus_effect].
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When applied on a bus, an audio effect creates a corresponding [AudioEffectInstance]. The instance is directly responsible for manipulating the sound, based on the original audio effect's properties.
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</description>
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<tutorials>
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<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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<link title="Audio Microphone Record Demo">https://godotengine.org/asset-library/asset/2760</link>
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</tutorials>
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<methods>
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<method name="_instantiate" qualifiers="virtual required">
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<return type="AudioEffectInstance" />
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<description>
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Override this method to customize the [AudioEffectInstance] created when this effect is applied on a bus in the editor's Audio panel, or through [method AudioServer.add_bus_effect].
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[codeblock]
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extends AudioEffect
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@export var strength = 4.0
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func _instantiate():
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var effect = CustomAudioEffectInstance.new()
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effect.base = self
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return effect
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[/codeblock]
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[b]Note:[/b] It is recommended to keep a reference to the original [AudioEffect] in the new instance. Depending on the implementation this allows the effect instance to listen for changes at run-time and be modified accordingly.
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</description>
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</method>
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</methods>
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</class>
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