Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Adds a distortion audio effect to an Audio bus.
Modifies the sound to make it distorted.
Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
Mode MODE_CLIP =
Digital distortion effect which cuts off peaks at the top and bottom of the waveform.
Mode MODE_ATAN =
Mode MODE_LOFI =
Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices.
Mode MODE_OVERDRIVE =
Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The drive property has no effect in this mode.
Mode MODE_WAVESHAPE =
Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.
float drive =
Distortion power. Value can range from 0 to 1.
float keep_hf_hz =
High-pass filter, in Hz. Frequencies higher than this value will not be affected by the distortion. Value can range from 1 to 20000.
Mode mode =
float post_gain =
Increases or decreases the volume after the effect, in decibels. Value can range from -80 to 24.
float pre_gain =
Increases or decreases the volume before the effect, in decibels. Value can range from -60 to 60.