godot/doc/classes/AudioEffect.xml

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

35 lines
1.8 KiB
XML
Raw Normal View History

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffect" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Base class for audio effect resources.
</brief_description>
<description>
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 [method AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and [method AudioServer.get_bus_effect].
When applied on a bus, an audio effect creates a corresponding [AudioEffectInstance]. The instance is directly responsible for manipulating the sound, based on the original audio effect's properties.
</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
</tutorials>
<methods>
<method name="_instantiate" qualifiers="virtual">
<return type="AudioEffectInstance" />
<description>
Override this method to customize the [AudioEffectInstance] created when this effect is applied on a bus in the editor's Audio panel, or through [method AudioServer.add_bus_effect].
[codeblock]
extends AudioEffect
@export var strength = 4.0
func _instantiate():
var effect = CustomAudioEffectInstance.new()
effect.base = self
return effect
[/codeblock]
[b]Note:[/b] It is recommended to keep a reference to the original [AudioEffect] in the new instance. Depending on the implementation this allows the effect instance to listen for changes at run-time and be modified accordingly.
</description>
</method>
</methods>
</class>