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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

繼承: Resource < RefCounted < Object

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

音訊效果資源的基底類別。

說明

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.

教學

方法

AudioEffectInstance

_instantiate() virtual required


方法說明

AudioEffectInstance _instantiate() virtual required 🔗

覆寫此方法,可自訂在編輯器「音訊」面板或 AudioServer.add_bus_effect() 套用效果時所建立的 AudioEffectInstance

extends AudioEffect

@export var strength = 4.0

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

    return effect

注意: 建議在新實例中保留對原 AudioEffect 的參考,以便於執行時偵測屬性變化並相應調整。