Corrected some points discussed in #17491
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@ -15,7 +15,7 @@
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</methods>
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<members>
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<member name="damping" type="float" setter="set_damping" getter="get_damping">
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Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. Default value: [code]1[/code].
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Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. Default value: [code]1[/code].
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</member>
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<member name="dry" type="float" setter="set_dry" getter="get_dry">
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Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1. Default value: [code]1[/code].
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@ -33,7 +33,7 @@
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Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1. Default value: [code]0.8[/code].
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</member>
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<member name="spread" type="float" setter="set_spread" getter="get_spread">
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Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. Default value: [code]1[/code].
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Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. Default value: [code]1[/code].
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</member>
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<member name="wet" type="float" setter="set_wet" getter="get_wet">
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Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1. Default value: [code]0.5[/code].
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@ -96,6 +96,11 @@ VARIANT_ENUM_CAST(AudioEffectFilter::FilterDB)
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class AudioEffectLowPassFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectLowPassFilter, AudioEffectFilter)
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void _validate_property(PropertyInfo &property) const {
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if (property.name == "gain") property.usage = 0;
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}
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public:
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AudioEffectLowPassFilter() :
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AudioEffectFilter(AudioFilterSW::LOWPASS) {}
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@ -103,6 +108,10 @@ public:
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class AudioEffectHighPassFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectHighPassFilter, AudioEffectFilter)
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void _validate_property(PropertyInfo &property) const {
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if (property.name == "gain") property.usage = 0;
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}
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public:
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AudioEffectHighPassFilter() :
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AudioEffectFilter(AudioFilterSW::HIGHPASS) {}
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@ -110,6 +119,10 @@ public:
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class AudioEffectBandPassFilter : public AudioEffectFilter {
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GDCLASS(AudioEffectBandPassFilter, AudioEffectFilter)
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void _validate_property(PropertyInfo &property) const {
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if (property.name == "gain") property.usage = 0;
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}
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public:
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AudioEffectBandPassFilter() :
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AudioEffectFilter(AudioFilterSW::BANDPASS) {}
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