Work in progress

The content of this page was not yet updated for Godot 4.2 and may be outdated. If you know how to improve this page or you can confirm that it's up to date, feel free to open a pull request.

Audio effects

Godot includes several audio effects that can be added to an audio bus to alter every sound file that goes through that bus.

../../_images/audio_buses4.png

Pruébelos todos para tener una idea de cómo alteran el sonido. Aquí sigue una breve descripción de los efectos disponibles:

Amplificar

Amplify changes the volume of the signal. Some care needs to be taken, though: setting the level too high can make the sound digitally clip, which can produce unpleasant crackles and pops.

BandLimit y BandPass

Estos son filtros de resonancia que bloquean las frecuencias alrededor del punto de corte. BandPass puede ser usado para simular el sonido que pasa por una vieja línea telefónica o un megáfono. Modulando la frecuencia del BandPass se puede simular el sonido de un pedal de guitarra wah-wah, piensa en la guitarra de Voodoo Child (Slight Return) de Jimi Hendrix.

Captura

El efecto de captura (Capture effect) copia los fotogramas de audio del bus de audio en el que se encuentra en un búfer interno. Esto se puede utilizar para capturar datos del micrófono o transmitir audio a través de la red en tiempo real.

Coros

As the name of the effect implies, the Chorus effect makes a single audio sample sound like an entire chorus. It does this by duplicating a signal and very slightly altering the timing and pitch of each duplicate, and varying that over time via an LFO (low frequency oscillator). The duplicate(s) are then mixed back together with the original signal, producing a lush, wide, and large sound. Although chorus is traditionally used for voices, it can be desirable with almost any type of sound.

Compresor

A dynamic range compressor automatically attenuates (ducks) the level of the incoming signal when its amplitude exceeds a certain threshold. The level of attenuation applied is proportional to how far the incoming audio exceeds the threshold. The compressor's Ratio parameter controls the degree of attenuation. One of the main uses of a compressor is to reduce the dynamic range of signals with very loud and quiet parts. Reducing the dynamic range of a signal can make it fit more comfortably in a mix.

El compresor tiene muchos usos en el mix, por ejemplo:

  • It can be used in the Master bus to compress the whole output prior to being hit by a limiter, making the effect of the limiter much more subtle.

  • Se puede usar en canales de voz para asegurar que suenan por igual.

  • It can be sidechained by another sound source. This means it can reduce the sound level of one signal using the level of another audio bus for threshold detection. This technique is very common in video game mixing to "duck" the level of music or sound effects when in-game or multiplayer voices need to be fully audible.

  • Puede acentuar los transitorios usando un ataque más lento. Esto puede hacer que los efectos de sonido sean más impactantes.

Nota

If your goal is to prevent a signal from exceeding a given amplitude altogether, rather than to reduce the dynamic range of the signal, a limiter is likely a better choice than a compressor for this purpose. However, applying compression before a limiter is still good practice.

Retraso

Digital delay essentially duplicates a signal and repeats it at a specified speed with a volume level that decays for each repeat. Delay is great for simulating the acoustic space of a canyon or large room, where sound bounces have a lot of delay between their repeats. This is in contrast to reverb, which has a more natural and blurred sound to it. Using this in conjunction with reverb can create very natural sounding environments!

Distorsion

Makes the sound distorted. Godot offers several types of distortion:

  • Overdrive sounds like a guitar distortion pedal or megaphone. Sounds distorted with this sound like they're coming through a low-quality speaker or device.

  • Tan sounds like another interesting flavor of overdrive.

  • Bit crushing clamps the amplitude of the signal, making it sound flat and crunchy.

All three types of distortion can add higher frequency sounds to an original sound, making it stand out better in a mix.

EQ

EQ is what all other equalizers inherit from. It can be extended with Custom scripts to create an equalizer with a custom number of bands.

EQ6, EQ10, EQ21

Godot provides three equalizers with different numbers of bands, which are represented in the title (6, 10, and 21 bands, respectively). An equalizer on the Master bus can be useful for cutting low and high frequencies that the device's speakers can't reproduce well. For example, phone or tablet speakers usually don't reproduce low frequency sounds well, and could make a limiter or compressor attenuate sounds that aren't even audible to the user anyway.

Note: The equalizer effect can be disabled when headphones are plugged in, giving the user the best of both worlds.

Filtro

El filtro es lo que todos los demás filtros heredan y no debe ser usado directamente.

Filtro de paso alto

Corta las frecuencias por debajo de una frecuencia específica de Corte. El filtro de paso alto se utiliza para reducir el contenido de bajos de una señal.

Filtro de paso alto

Reduce todas las frecuencias por encima de una frecuencia específica de Corte.

Limitador

A limiter is similar to a compressor, but it's less flexible and designed to prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to the final point of the Master bus is good practice, as it offers an easy safeguard against clipping.

Filtro de paso bajo

Corta las frecuencias por encima de una frecuencia específica de Cutoff y también puede resonar (aumenta las frecuencias cercanas a la frecuencia de Cutoff). Los filtros de paso bajo pueden ser usados para simular el sonido "amortiguado". Por ejemplo, sonidos subacuáticos, sonidos bloqueados por paredes o sonidos distantes.

Filtro de estante bajo

Reduce todas las frecuencias por debajo de una frecuencia específica de Corte.

NotchFilter

Lo opuesto al BandPassFilter, remueve una banda del sonido del espectro de frecuencias en una cierta frecuencia de Cutoff.

Panner

The Panner allows the stereo balance of a signal to be adjusted between the left and right channels. Headphones are recommended when configuring in this effect.

Phaser

This effect is formed by de-phasing two duplicates of the same sound so they cancel each other out in an interesting way. Phaser produces a pleasant whooshing sound that moves back and forth through the audio spectrum, and can be a great way to create sci-fi effects or Darth Vader-like voices.

PitchShift

This effect allows the adjustment of the signal's pitch independently of its speed. All frequencies can be increased/decreased with minimal effect on transients. PitchShift can be useful to create unusually high or deep voices. Do note that altering pitch can sound unnatural when pushed outside of a narrow window.

Grabación

El efecto de grabación (Record effect) permite al usuario grabar sonido desde un micrófono.

Reverberación

Reverb simulates rooms of different sizes. It has adjustable parameters that can be tweaked to obtain the sound of a specific room. Reverb is commonly outputted from Area3Ds (see Reverb buses), or to apply a "chamber" feel to all sounds.

SpectrumAnalyzer

This effect doesn't alter audio, instead, you add this effect to buses you want a spectrum analysis of. This would typically be used for audio visualization. Visualizing voices can be a great way to draw attention to them without just increasing their volume. A demo project using this can be found here.

StereoEnhance

This effect uses a few algorithms to enhance a signal's stereo width.