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@@ -18,7 +18,7 @@ entirely from the ground up, without relying on any existing audio libraries.
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Even the effect processors were written exclusively for Godot (save for
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the pitch shifting library), with games in mind. This allows
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-a efficient tradeoff between performance and sound quality.
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+an efficient tradeoff between performance and sound quality.
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Decibel scale
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-------------
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@@ -32,7 +32,7 @@ For those unfamiliar with it, it can be explained with a few facts:
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* The decibel (dB) scale is a relative scale. It represents the ratio of sound power by using 10 times the base 10 logarithm of the ratio (10×log\ :sub:`10`\ (P/P\ :sub:`0`\ )).
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* For every 3dB, sound doubles or halves. 6dB represents a factor 4, 9dB a factor 8, 10dB a factor 10, 20dB a factor 100, etc.
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* Since the scale is logarithmic, true zero (no audio) can't be represented.
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-* 0dB is considered the maximum audible volume without *clipping*. This limit is not the human limit but a limit from the sound hardware. Your sound output simply can't output any sound louder than 0dB without distorting it (clipping it).
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+* 0dB is considered the maximum audible volume without *clipping*. This limit is not the human limit, but a limit from the sound hardware. Your sound output simply can't output any sound louder than 0dB without distorting it (clipping it).
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* Because of the above, your sound mix should work in a way where the sound output of the *Master Bus* (more on that later), should never be above 0dB.
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* Every 3dB below the 0dB limit, sound energy is *halved*. It means the sound volume at -3dB is half as loud as 0dB. -6dB is half as loud as -3dB and so on.
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* When working with decibels, sound is considered no longer audible between -60dB and -80dB. This makes your working range generally between -60dB and 0dB.
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@@ -42,7 +42,7 @@ This can take a bit getting used to, but it's friendlier in the end and will all
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Audio buses
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-----------
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-Audio buses can be found in the bottom panel of Godot Editor:
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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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@@ -54,7 +54,7 @@ avoids creating infinite routing loops!
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.. image:: img/audio_buses2.png
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-In the above image, *Bus 2* is routing its output to *Master* bus.
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+In the above image, *Bus 2* is routing its output to the *Master* bus.
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Playback of audio to a bus
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--------------------------
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@@ -63,7 +63,7 @@ To test playback to a bus, create an AudioStreamPlayer node, load an AudioStream
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.. image:: img/audio_buses3.png
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-Finally toggle the "playing" property to on and sound will flow.
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+Finally, toggle the "playing" property to on and sound will flow.
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You may also be interested in reading about :ref:`doc_audio-streams` now.
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@@ -97,14 +97,14 @@ Compressor
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The aim of a dynamic range compressor is to reduce the level of the sound when the amplitude goes over a certain threshold in Decibels.
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One of the main uses of a compressor is to increase the dynamic range while clipping the least possible (when sound goes over 0dB).
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-Compressor has may uses in the mix, for example:
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+The compressor has many uses in the mix, for example:
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-* It can be used in the Master bus to compress the whole output (Although a Limiter is probably better)
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+* It can be used in the Master bus to compress the whole output (Although a Limiter would probably be better)
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* It can be used in voice channels to ensure they sound as even as possible.
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-* It can be *Sidechained*. This means, it can reduce the sound level using another audio bus for threshold detection. This technique is very common in video game mixing to download the level of Music/SFX while voices are being heard.
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+* It can be *Sidechained*. This means it can reduce the sound level using another audio bus for threshold detection. This technique is very common in video game mixing to download the level of Music/SFX while voices are being heard.
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* It can accentuate transients by using a bit wider attack, meaning it can make sound effects sound more punchy.
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-There is a lot of bibliography written about compressors, and Godot implementation is rather standard.
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+There is a lot of bibliography written about compressors, and the Godot implementation is rather standard.
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Delay
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~~~~~
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@@ -120,14 +120,14 @@ For games, it can simulate sound coming from some saturated device or speaker ef
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EQ6, EQ10, EQ21
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~~~~~~~~~~~~~~~
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-Godot provides three model of equalizers with different band counts. Equalizers are useful on the Master Bus to completely master a mix and give it character. They are
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+Godot provides three models of equalizers with different band counts. Equalizers are useful on the Master Bus to completely master a mix and give it character. They are
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also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
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HighPassFilter, HighShelfFilter
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-These are filters that cut frequencies below a specific *Cutoff*. A common use of high pass filters is to add it to effects (or voice) that were recorded too close too a mic and need
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-to sound more realistic. It is commonly used for some types of environment like space.
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+These are filters that cut frequencies below a specific *Cutoff*. A common use of high pass filters is to add it to effects (or voice) that were recorded too close to a mic and need
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+to sound more realistic. It is commonly used for some types of environment, like space.
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Limiter
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~~~~~~~
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@@ -176,7 +176,7 @@ This effect has a few algorithms available to enhance the stereo spectrum, in ca
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Automatic bus disabling
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-----------------------
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-There is no need to disable buses manually when not in use, Godot detects that the bus has been silent for a few seconds and disable it (including all effects).
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+There is no need to disable buses manually when not in use; Godot detects that the bus has been silent for a few seconds and disables it (including all effects).
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.. figure:: img/audio_buses5.png
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@@ -191,5 +191,5 @@ If a bus is renamed, however, the reference will be lost and the Stream Player w
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Default bus layout
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------------------
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-The default bus layout is automatically saved to the ``res://default_bus_layout.tres`` file. Other bus layouts can be saved/retrieved from files in case of having
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-to change snapshots, but in most cases this is not necessary.
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+The default bus layout is automatically saved to the ``res://default_bus_layout.tres`` file. Other bus layouts can be saved to/retrieved from files in case of having
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+to change snapshots, but in most cases, this is not necessary.
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