Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

AudioEffect

Hereda: Resource < RefCounted < Object

Heredado por: AudioEffectAmplify, AudioEffectCapture, AudioEffectChorus, AudioEffectCompressor, AudioEffectDelay, AudioEffectDistortion, AudioEffectEQ, AudioEffectFilter, AudioEffectHardLimiter, AudioEffectLimiter, AudioEffectPanner, AudioEffectPhaser, AudioEffectPitchShift, AudioEffectRecord, AudioEffectReverb, AudioEffectSpectrumAnalyzer, AudioEffectStereoEnhance

Clase base para recursos de efectos de audio.

Descripción

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 AudioServer.add_bus_effect(), AudioServer.remove_bus_effect(), and AudioServer.get_bus_effect().

When applied on a bus, an audio effect creates a corresponding AudioEffectInstance. The instance is directly responsible for manipulating sound, based on the original audio effect's properties.

Tutoriales

Métodos

AudioEffectInstance

_instantiate() virtual required


Descripciones de Métodos

AudioEffectInstance _instantiate() virtual required 🔗

Sobrescribe este método para personalizar el AudioEffectInstance creado cuando este efecto se aplica en un bus en el panel de Audio del editor, o a través de AudioServer.add_bus_effect().

extends AudioEffect

@export var strength = 4.0

func _instantiate():
    var effect = CustomAudioEffectInstance.new()
    effect.base = self

    return effect

Nota: Se recomienda mantener una referencia al AudioEffect original en la nueva instancia. Dependiendo de la implementación, esto permite que la instancia del efecto escuche los cambios en tiempo de ejecución y se modifique en consecuencia.