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@@ -51,7 +51,7 @@ Audio buses
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Audio buses can be found in the bottom panel of the Godot editor:
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-.. image:: img/audio_buses1.png
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+.. image:: img/audio_buses1.webp
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An *audio bus* (also called an *audio channel*) can be considered a place that
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audio is channeled through on the way to playback through a device's speakers.
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@@ -67,7 +67,7 @@ the left. The destination bus can be specified for each of the non-master audio
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buses. Routing always passes audio from buses on the right to buses further
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to the left. This avoids infinite routing loops.
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-.. image:: img/audio_buses2.png
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+.. image:: img/audio_buses2.webp
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In the above image, the output of *Bus 2* has been routed to the *Master* bus.
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@@ -77,7 +77,7 @@ Playback of audio through a bus
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To test passing audio to a bus, create an AudioStreamPlayer node, load an
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AudioStream and select a target bus for playback:
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-.. image:: img/audio_buses3.png
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+.. image:: img/audio_buses3.webp
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Finally, toggle the **Playing** property to **On** and sound will flow.
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@@ -112,7 +112,7 @@ There is no need to disable buses manually when not in use. Godot detects
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that the bus has been silent for a few seconds and disables it (including
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all effects).
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-.. figure:: img/audio_buses5.png
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+.. figure:: img/audio_buses5.webp
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Disabled buses have a blue VU meter instead of a red-green one.
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