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Put audio effects information on a dedicated page (#5470)

Co-authored-by: Hugo Locurcio <[email protected]>
Matthew 3 yıl önce
ebeveyn
işleme
b42314c740

+ 1 - 182
tutorials/audio/audio_buses.rst

@@ -91,188 +91,7 @@ one way or another and are applied in order.
 
 .. image:: img/audio_buses4.png
 
-Try them all out to get a sense of how they alter sound. Here follows a short
-description of the available effects:
-
-Amplify
-~~~~~~~
-
-Amplify changes the amplitude of the signal. Some care needs to be taken.
-Setting the level too high can make the sound clip, which is usually
-undesirable.
-
-BandLimit and BandPass
-~~~~~~~~~~~~~~~~~~~~~~
-
-These are resonant filters which block frequencies around the *Cutoff* point.
-BandPass can be used to simulate sound passing through an old telephone line or
-megaphone. Modulating the BandPass frequency can simulate the sound of a wah-wah
-guitar pedal, think of the guitar in Jimi Hendrix's *Voodoo Child (Slight
-Return)*.
-
-Capture
-~~~~~~~
-
-The Capture effect copies the audio frames of the audio bus that it is on into
-an internal buffer. This can be used to capture data from the microphone
-or to transmit audio over the network in real-time.
-
-Chorus
-~~~~~~
-
-The Chorus effect duplicates the incoming audio, delays the duplicate slightly
-and uses an LFO to continuously modulate the pitch of the duplicated signal
-before mixing the duplicated signal(s) and the original together again. This
-creates a shimmering effect and adds stereo width to the sound.
-
-Compressor
-~~~~~~~~~~
-
-A dynamic range compressor automatically attenuates the level of the incoming
-signal when its amplitude exceeds a certain threshold. The level of attenuation
-applied is proportional to how far the incoming audio exceeds the threshold.
-The compressor's Ratio parameter controls the degree of attenuation.
-One of the main uses of a compressor is to reduce the dynamic range of signals
-with very loud and quiet parts. Reducing the dynamic range of a signal
-can make it easier to mix.
-
-The compressor has many uses. For example:
-
-- It can be used in the Master bus to compress the whole output.
-- It can be used in voice channels to ensure they sound as even as possible.
-- It can be *sidechained*. This means it can reduce the sound level
-  of one signal using the level of another audio bus for threshold detection.
-  This technique is very common in video game mixing to "duck" the level of
-  music or sound effects when voices need to be heard.
-- It can accentuate transients by using a slower attack.
-  This can make sound effects more punchy.
-
-.. note::
-
-    If your goal is to prevent a signal from exceeding a given amplitude
-    altogether, rather than to reduce the dynamic range of the signal,
-    a :ref:`limiter <doc_audio_buses_limiter>` is likely a better choice
-    than a compressor.
-
-
-Delay
-~~~~~
-
-Adds an "echo" effect with a feedback loop. It can be used together
-with *Reverb* to simulate wide rooms, canyons, etc. where sound bounces
-are far apart.
-
-Distortion
-~~~~~~~~~~
-
-Makes the sound distorted. Godot offers several types of distortion: *overdrive*,
-*tan* and *bit crushing*. Distortion can be used to simulate sound coming through
-a low-quality speaker or device.
-
-EQ
-~~
-
-EQ is what all other equalizers inherit from. It can be extended with with Custom
-scripts to create an equalizer with a custom number of bands.
-
-EQ6, EQ10, EQ21
-~~~~~~~~~~~~~~~
-
-Godot provides three equalizers with different numbers of bands. An equalizer on
-the Master bus can be useful to cut frequencies that the device's speakers can't
-reproduce well (e.g. a mobile phone's speakers won't reproduce bass content
-well). The equalizer effect can be disabled when headphones are plugged in.
-
-Filter
-~~~~~~
-
-Filter is what all other filters inherit from and should not be used directly.
-
-HighPassFilter
-~~~~~~~~~~~~~~
-
-Cuts frequencies below a specific *Cutoff* frequency.
-HighPassFilter is used to reduce the bass content of a
-signal.
-
-HighShelfFilter
-~~~~~~~~~~~~~~~
-
-Reduces all frequencies above a specific *Cutoff* frequency.
-
-.. _doc_audio_buses_limiter:
-
-Limiter
-~~~~~~~
-
-A limiter is similar to a compressor, but it's less flexible and designed to
-prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to
-the Master bus is a safeguard against clipping.
-
-LowPassFilter
-~~~~~~~~~~~~~
-
-Cuts frequencies above a specific *Cutoff* frequency and can also resonate
-(boost frequencies close to the *Cutoff* frequency). Low pass filters can be
-used to simulate "muffled" sound. For instance, underwater sounds, sounds
-blocked by walls, or distant sounds.
-
-LowShelfFilter
-~~~~~~~~~~~~~~
-
-Reduces all frequencies below a specific *Cutoff* frequency.
-
-NotchFilter
-~~~~~~~~~~~
-
-The opposite of the BandPassFilter, it removes a band of sound from the
-frequency spectrum at a given *Cutoff* frequency.
-
-Panner
-~~~~~~
-
-The Panner allows the stereo balance of a signal to be adjusted between
-the left and right channels (wear headphones to audition this effect).
-
-Phaser
-~~~~~~
-
-It probably does not make much sense to explain that this effect is formed by
-two signals being dephased and cancelling each other out. You can make a Darth
-Vader voice with it, or jet-like sounds.
-
-PitchShift
-~~~~~~~~~~
-
-This effect allows the adjustment of the signal's pitch independently of its
-speed. All frequencies can be increased/decreased with minimal effect on
-transients. PitchShift can be useful to create unusually high or deep voices.
-
-Record
-~~~~~~
-
-The Record effect allows the user to record sound from a microphone.
-
-Reverb
-~~~~~~
-
-Reverb simulates rooms of different sizes. It has adjustable parameters that can
-be tweaked to obtain the sound of a specific room. Reverb is commonly outputted
-from :ref:`Areas <class_Area>`
-(see :ref:`Reverb buses <doc_audio_streams_reverb_buses>`), or to apply
-a "chamber" feel to all sounds.
-
-SpectrumAnalyzer
-~~~~~~~~~~~~~~~~
-
-This effect doesn't alter audio, instead, you add this effect to buses you want
-a spectrum analysis of. This would typically be used for audio visualization. A
-demo project using this can be found `here <https://github.com/godotengine/godot-demo-projects/tree/master/audio/spectrum>`__.
-
-StereoEnhance
-~~~~~~~~~~~~~
-
-This effect uses a few algorithms to enhance a signal's stereo spectrum.
+For information on what each effect does, see :ref:`doc_audio_effects`.
 
 Automatic bus disabling
 -----------------------

+ 192 - 0
tutorials/audio/audio_effects.rst

@@ -0,0 +1,192 @@
+.. _doc_audio_effects:
+
+Audio effects
+=============
+
+Godot includes several audio effects that can be added to an audio bus to
+alter every sound file that goes through that bus.
+
+.. image:: img/audio_buses4.png
+
+Try them all out to get a sense of how they alter sound. Here follows a short
+description of the available effects:
+
+Amplify
+~~~~~~~
+
+Amplify changes the amplitude of the signal. Some care needs to be taken.
+Setting the level too high can make the sound clip, which is usually
+undesirable.
+
+BandLimit and BandPass
+~~~~~~~~~~~~~~~~~~~~~~
+
+These are resonant filters which block frequencies around the *Cutoff* point.
+BandPass can be used to simulate sound passing through an old telephone line or
+megaphone. Modulating the BandPass frequency can simulate the sound of a wah-wah
+guitar pedal, think of the guitar in Jimi Hendrix's *Voodoo Child (Slight
+Return)*.
+
+Capture
+~~~~~~~
+
+The Capture effect copies the audio frames of the audio bus that it is on into
+an internal buffer. This can be used to capture data from the microphone
+or to transmit audio over the network in real-time.
+
+Chorus
+~~~~~~
+
+The Chorus effect duplicates the incoming audio, delays the duplicate slightly
+and uses an LFO to continuously modulate the pitch of the duplicated signal
+before mixing the duplicated signal(s) and the original together again. This
+creates a shimmering effect and adds stereo width to the sound.
+
+Compressor
+~~~~~~~~~~
+
+A dynamic range compressor automatically attenuates the level of the incoming
+signal when its amplitude exceeds a certain threshold. The level of attenuation
+applied is proportional to how far the incoming audio exceeds the threshold.
+The compressor's Ratio parameter controls the degree of attenuation.
+One of the main uses of a compressor is to reduce the dynamic range of signals
+with very loud and quiet parts. Reducing the dynamic range of a signal
+can make it easier to mix.
+
+The compressor has many uses. For example:
+
+- It can be used in the Master bus to compress the whole output.
+- It can be used in voice channels to ensure they sound as even as possible.
+- It can be *sidechained*. This means it can reduce the sound level
+  of one signal using the level of another audio bus for threshold detection.
+  This technique is very common in video game mixing to "duck" the level of
+  music or sound effects when voices need to be heard.
+- It can accentuate transients by using a slower attack.
+  This can make sound effects more punchy.
+
+.. note::
+
+    If your goal is to prevent a signal from exceeding a given amplitude
+    altogether, rather than to reduce the dynamic range of the signal,
+    a :ref:`limiter <doc_audio_buses_limiter>` is likely a better choice
+    than a compressor.
+
+
+Delay
+~~~~~
+
+Adds an "echo" effect with a feedback loop. It can be used together
+with *Reverb* to simulate wide rooms, canyons, etc. where sound bounces
+are far apart.
+
+Distortion
+~~~~~~~~~~
+
+Makes the sound distorted. Godot offers several types of distortion: *overdrive*,
+*tan* and *bit crushing*. Distortion can be used to simulate sound coming through
+a low-quality speaker or device.
+
+EQ
+~~
+
+EQ is what all other equalizers inherit from. It can be extended with with Custom
+scripts to create an equalizer with a custom number of bands.
+
+EQ6, EQ10, EQ21
+~~~~~~~~~~~~~~~
+
+Godot provides three equalizers with different numbers of bands. An equalizer on
+the Master bus can be useful to cut frequencies that the device's speakers can't
+reproduce well (e.g. a mobile phone's speakers won't reproduce bass content
+well). The equalizer effect can be disabled when headphones are plugged in.
+
+Filter
+~~~~~~
+
+Filter is what all other filters inherit from and should not be used directly.
+
+HighPassFilter
+~~~~~~~~~~~~~~
+
+Cuts frequencies below a specific *Cutoff* frequency.
+HighPassFilter is used to reduce the bass content of a
+signal.
+
+HighShelfFilter
+~~~~~~~~~~~~~~~
+
+Reduces all frequencies above a specific *Cutoff* frequency.
+
+.. _doc_audio_buses_limiter:
+
+Limiter
+~~~~~~~
+
+A limiter is similar to a compressor, but it's less flexible and designed to
+prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to
+the Master bus is a safeguard against clipping.
+
+LowPassFilter
+~~~~~~~~~~~~~
+
+Cuts frequencies above a specific *Cutoff* frequency and can also resonate
+(boost frequencies close to the *Cutoff* frequency). Low pass filters can be
+used to simulate "muffled" sound. For instance, underwater sounds, sounds
+blocked by walls, or distant sounds.
+
+LowShelfFilter
+~~~~~~~~~~~~~~
+
+Reduces all frequencies below a specific *Cutoff* frequency.
+
+NotchFilter
+~~~~~~~~~~~
+
+The opposite of the BandPassFilter, it removes a band of sound from the
+frequency spectrum at a given *Cutoff* frequency.
+
+Panner
+~~~~~~
+
+The Panner allows the stereo balance of a signal to be adjusted between
+the left and right channels (wear headphones to audition this effect).
+
+Phaser
+~~~~~~
+
+It probably does not make much sense to explain that this effect is formed by
+two signals being dephased and cancelling each other out. You can make a Darth
+Vader voice with it, or jet-like sounds.
+
+PitchShift
+~~~~~~~~~~
+
+This effect allows the adjustment of the signal's pitch independently of its
+speed. All frequencies can be increased/decreased with minimal effect on
+transients. PitchShift can be useful to create unusually high or deep voices.
+
+Record
+~~~~~~
+
+The Record effect allows the user to record sound from a microphone.
+
+Reverb
+~~~~~~
+
+Reverb simulates rooms of different sizes. It has adjustable parameters that can
+be tweaked to obtain the sound of a specific room. Reverb is commonly outputted
+from :ref:`Areas <class_Area>`
+(see :ref:`Reverb buses <doc_audio_streams_reverb_buses>`), or to apply
+a "chamber" feel to all sounds.
+
+SpectrumAnalyzer
+~~~~~~~~~~~~~~~~
+
+This effect doesn't alter audio, instead, you add this effect to buses you want
+a spectrum analysis of. This would typically be used for audio visualization. A
+demo project using this can be found `here <https://github.com/godotengine/godot-demo-projects/tree/master/audio/spectrum>`__.
+
+StereoEnhance
+~~~~~~~~~~~~~
+
+This effect uses a few algorithms to enhance a signal's stereo spectrum.

+ 1 - 0
tutorials/audio/index.rst

@@ -6,6 +6,7 @@ Audio
    :name: toc-learn-features-audio
 
    audio_buses
+   audio_effects
    audio_streams
    sync_with_audio
    recording_with_microphone