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@@ -162,10 +162,16 @@ Distortion effects make the sound "dirty". Godot offers several types of
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distortion: *overdrive*, *tan* and *bit crushing*. Distortion can be used
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to simulate sound coming through a low-quality speaker or device.
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-EQ, EQ6, EQ10, EQ21
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-~~~~~~~~~~~~~~~~~~~
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+EQ
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+~~
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-Godot provides four equalizers with different numbers of bands. An equalizer on
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+EQ is what all other equalizers inherit from. It can be extended with with Custom
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+scripts to create an equalizer with a custom number of bands.
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+
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+EQ6, EQ10, EQ21
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+~~~~~~~~~~~~~~~
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+
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+Godot provides three equalizers with different numbers of bands. An equalizer on
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the Master bus can be useful to cut frequencies that the device's speakers can't
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reproduce well (e.g. a mobile phone's speakers won't reproduce bass content
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well). The equalizer effect can be disabled when headphones are plugged in.
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@@ -173,8 +179,7 @@ well). The equalizer effect can be disabled when headphones are plugged in.
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Filter
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~~~~~~
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-Filter is what all other effects processors inherit from and should not be used
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-directly.
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+Filter is what all other filters inherit from and should not be used directly.
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HighPassFilter, HighShelfFilter
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -240,6 +245,13 @@ from :ref:`Areas <class_Area>`
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(see :ref:`Reverb buses <doc_audio_streams_reverb_buses>`), or to apply
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a "chamber" feel to all sounds.
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+SpectrumAnalyzer
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+~~~~~~~~~~~~~~~~
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+
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+This effect doesn't alter audio, instead, you add this effect to buses you want
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+a spectrum analysis of. This would typically be used for audio visualization. A
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+demo project using this can be found `here <https://github.com/godotengine/godot-demo-projects/tree/master/audio/spectrum>`__.
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+
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StereoEnhance
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~~~~~~~~~~~~~
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