Merge pull request #11635 from Jerome67000/docs_AudioEffects

[DOCS] AudioEffects doc

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectAmplify" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Amplifies the volume of an audio source.
Adds a Amplify audio effect to an Audio bus.
Increases or decreases the volume of the selected audio bus.
</brief_description>
<description>
Amplifies the volume of an audio source. Increase gain of the audio being routed through the bus.
Increases or decreases the volume being routed through the audio bus.
</description>
<tutorials>
</tutorials>
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<return type="float">
</return>
<description>
Returns the set maximum volume.
</description>
</method>
<method name="set_volume_db">
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<argument index="0" name="volume" type="float">
</argument>
<description>
Sets the maximum volume.
</description>
</method>
</methods>
<members>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db">
The effect's volume limit.
Amount of amplification. Positive values make the sound louder, negative values make it quieter. Value can range from -80 to 24. Default value: [code]0[/code].
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectCompressor" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Compressor audio effect to an Audio bus.
Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume.
</brief_description>
<description>
Dynamic range compressor reduces the level of the sound when the amplitude goes over a certain threshold in Decibels. One of the main uses of a compressor is to increase the dynamic range by clipping as little as possible (when sound goes over 0dB).
Compressor has many uses in the mix:
- In the Master bus to compress the whole output (Although a [AudioEffectLimiter] is probably better)
- In voice channels to ensure they sound as balanced as possible.
- Sidechained. Sidechained, which can reduce the sound level sidechained with 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.
- Accentuates transients by using a wider attack, making effects sound more punchy.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="attack_us" type="float" setter="set_attack_us" getter="get_attack_us">
Compressor's reaction time when the signal exceeds the threshold. Value can range from 20 to 2000. Default value: [code]20ms[/code].
</member>
<member name="gain" type="float" setter="set_gain" getter="get_gain">
Gain applied to the output signal.
</member>
<member name="mix" type="float" setter="set_mix" getter="get_mix">
Balance between original signal and effect signal. Value can range from 0 (totally dry) to 1 (totally wet). Default value: [code]1[/code].
</member>
<member name="ratio" type="float" setter="set_ratio" getter="get_ratio">
Amount of compression applied to the audio once it passes the threshold level. The higher the ratio the more the loud parts of the audio will be compressed. Value can range from 1 to 48. Default value: [code]4[/code].
</member>
<member name="release_ms" type="float" setter="set_release_ms" getter="get_release_ms">
Compressor's delay time to stop reducing the signal after the signal level falls below the threshold. Value can range from 20 to 2000. Default value: [code]250ms[/code].
</member>
<member name="sidechain" type="String" setter="set_sidechain" getter="get_sidechain">
Reduce the sound level using another audio bus for threshold detection.
</member>
<member name="threshold" type="float" setter="set_threshold" getter="get_threshold">
The level above which compression is applied to the audio. Value can range from -60 to 0. Default value: [code]0[/code].
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectDelay" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Delay audio effect to an Audio bus. Plays input signal back after a period of time.
Two tap delay and feedback options.
</brief_description>
<description>
Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="dry" type="float" setter="set_dry" getter="get_dry">
Output percent of original sound. At 0, only delayed sounds are output. Value can range from 0 to 1. Default value: [code]1[/code].
</member>
<member name="feedback/active" type="bool" setter="set_feedback_active" getter="is_feedback_active">
If [code]true[/code] feedback is enabled. Default value: [code]false[/code].
</member>
<member name="feedback/delay_ms" type="float" setter="set_feedback_delay_ms" getter="get_feedback_delay_ms">
Feedback delay time in milliseconds. Default value: [code]340[/code].
</member>
<member name="feedback/level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db">
Sound level for [code]tap1[/code]. Default value: [code]-6 dB[/code].
</member>
<member name="feedback/lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass">
Low-pass filter for feedback. Frequencies below the Low Cut value are filtered out of the source signal. Default value: [code]16000[/code].
</member>
<member name="tap1/active" type="bool" setter="set_tap1_active" getter="is_tap1_active">
If [code]true[/code], [code]tap1[/code] will be enabled. Default value: [code]true[/code].
</member>
<member name="tap1/delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms">
[b]Tap1[/b] delay time in milliseconds. Default value: [code]250ms[/code].
</member>
<member name="tap1/level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db">
Sound level for [code]tap1[/code]. Default value: [code]-6 dB[/code].
</member>
<member name="tap1/pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan">
Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 (fully right). Default value: [code]0.2[/code].
</member>
<member name="tap2/active" type="bool" setter="set_tap2_active" getter="is_tap2_active">
If [code]true[/code], [code]tap2[/code] will be enabled. Default value: [code]true[/code].
</member>
<member name="tap2/delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms">
[b]Tap2[/b] delay time in milliseconds. Default value: [code]500ms[/code].
</member>
<member name="tap2/level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db">
Sound level for [code]tap2[/code]. Default value: [code]-12 dB[/code].
</member>
<member name="tap2/pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan">
Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 (fully right). Default value: [code]-0.4[/code].
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectDistortion" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Distortion audio effect to an Audio bus.
Modify the sound to make it dirty.
</brief_description>
<description>
Modify the sound and make it dirty. Differents types available : clip, tan, lofi (bit crushing), overdrive, or waveshape.
By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="drive" type="float" setter="set_drive" getter="get_drive">
Distortion power. Value can range from 0 to 1. Default value: [code]0[/code].
</member>
<member name="keep_hf_hz" type="float" setter="set_keep_hf_hz" getter="get_keep_hf_hz">
High-pass filter. Frequencies higher than this value will not be affected by the distortion. Value can range from 1 to 20000. Default value: [code]16000[/code].
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="AudioEffectDistortion.Mode">
Distortion type. Default value: [code]MODE_CLIP[/code].
</member>
<member name="post_gain" type="float" setter="set_post_gain" getter="get_post_gain">
Increases or decreases the volume after the effect. Value can range from -80 to 24. Default value: [code]0[/code].
</member>
<member name="pre_gain" type="float" setter="set_pre_gain" getter="get_pre_gain">
Increases or decreases the volume before the effect. Value can range from -60 to 60. Default value: [code]0[/code].
</member>
</members>
<constants>
<constant name="MODE_CLIP" value="0">
Digital distortion effect which cuts off peaks at the top and bottom of the waveform.
</constant>
<constant name="MODE_ATAN" value="1">
</constant>
<constant name="MODE_LOFI" value="2">
Low-resolution digital distortion effect. You can use it to emulate the sound of early digital audio devices.
</constant>
<constant name="MODE_OVERDRIVE" value="3">
Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers.
</constant>
<constant name="MODE_WAVESHAPE" value="4">
Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for audio equalizers. Gives you control over frequencies.
Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or [AudioEffectEQ21] don't fit your needs.
</brief_description>
<description>
AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQ are very useful on the Master Bus to completely master a mix and give it character. They are also very 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).
</description>
<tutorials>
</tutorials>
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<return type="int">
</return>
<description>
Returns the number of bands of the equalizer.
</description>
</method>
<method name="get_band_gain_db" qualifiers="const">
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<argument index="0" name="band_idx" type="int">
</argument>
<description>
Returns the band's gain at the specified index, in dB.
</description>
</method>
<method name="set_band_gain_db">
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<argument index="1" name="volume_db" type="float">
</argument>
<description>
Sets band's gain at the specified index, in dB.
</description>
</method>
</methods>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ10" inherits="AudioEffectEQ" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 31 Hz to 16000 Hz.
Each frequency can be modulated between -60/+24 dB.
</brief_description>
<description>
Frequency bands :
Band 1 : 31 Hz
Band 2 : 62 Hz
Band 3 : 125 Hz
Band 4 : 250 Hz
Band 5 : 500 Hz
Band 6 : 1000 Hz
Band 7 : 2000 Hz
Band 8 : 4000 Hz
Band 9 : 8000 Hz
Band 10 : 16000 Hz
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21].
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ21" inherits="AudioEffectEQ" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 22 Hz to 22000 Hz.
Each frequency can be modulated between -60/+24 dB.
</brief_description>
<description>
Frequency bands :
Band 1 : 22 Hz
Band 2 : 32 Hz
Band 3 : 44 Hz
Band 4 : 63 Hz
Band 5 : 90 Hz
Band 6 : 125 Hz
Band 7 : 175 Hz
Band 8 : 250 Hz
Band 9 : 350 Hz
Band 10 : 500 Hz
Band 11 : 700 Hz
Band 12 : 1000 Hz
Band 13 : 1400 Hz
Band 14 : 2000 Hz
Band 15 : 2800 Hz
Band 16 : 4000 Hz
Band 17 : 5600 Hz
Band 18 : 8000 Hz
Band 19 : 11000 Hz
Band 20 : 16000 Hz
Band 21 : 22000 Hz
See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10].
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ6" inherits="AudioEffectEQ" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
Each frequency can be modulated between -60/+24 dB.
</brief_description>
<description>
Frequency bands :
Band 1 : 32 Hz
Band 2 : 100 Hz
Band 3 : 320 Hz
Band 4 : 1000 Hz
Band 5 : 3200 Hz
Band 6 : 10000 Hz
See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21].
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLimiter" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a soft clip Limiter audio effect to an Audio bus.
</brief_description>
<description>
A limiter is similar to a compressor, but its less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master Bus is always recommended to reduce the effects of clipping.
Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="ceiling_db" type="float" setter="set_ceiling_db" getter="get_ceiling_db">
The waveform's maximum allowed value. Value can range from -20 to -0.1. Default value: [code]-0.1dB[/code].
</member>
<member name="soft_clip_db" type="float" setter="set_soft_clip_db" getter="get_soft_clip_db">
Applies a gain to the limited waves. Value can range from 0 to 6. Default value: [code]2dB[/code].
</member>
<member name="soft_clip_ratio" type="float" setter="set_soft_clip_ratio" getter="get_soft_clip_ratio">
</member>
<member name="threshold_db" type="float" setter="set_threshold_db" getter="get_threshold_db">
Threshold from which the limiter begins to be active. Value can range from -30 to 0. Default value: [code]0dB[/code].
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPanner" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Panner audio effect to an Audio bus. Pans sound left or right.
</brief_description>
<description>
Determines how much of an audio signal is sent to the left and right buses.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="pan" type="float" setter="set_pan" getter="get_pan">
Pan position. Value can range from -1 (fully left) to 1 (fully right).
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPhaser" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Phaser audio effect to an Audio bus.
Combines the original signal with a copy that is slightly out of phase with the original.
</brief_description>
<description>
Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a Low Frequency Oscillator.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth">
Governs how high the filter frequencies sweep. Low value will primarily affect bass frequencies. High value can sweep high into the treble. Value can range from 0.1 to 4. Default value: [code]1[/code].
</member>
<member name="feedback" type="float" setter="set_feedback" getter="get_feedback">
Output percent of modified sound. Value can range from 0.1 to 0.9. Default value: [code]0.7[/code].
</member>
<member name="range_max_hz" type="float" setter="set_range_max_hz" getter="get_range_max_hz">
Determines the maximum frequency affected by the LFO modulations. Value can range from 10 to 10000. Default value: [code]1600hz[/code].
</member>
<member name="range_min_hz" type="float" setter="set_range_min_hz" getter="get_range_min_hz">
Determines the minimum frequency affected by the LFO modulations. Value can range from 10 to 10000. Default value: [code]440hz[/code].
</member>
<member name="rate_hz" type="float" setter="set_rate_hz" getter="get_rate_hz">
Adjusts the rate at which the effect sweeps up and down across the frequency range.
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPitchShift" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Pitch shift audio effect to an Audio bus.
Raises or lowers the pitch of original sound.
</brief_description>
<description>
Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale">
Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves).
</member>
</members>
<constants>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectReverb" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a Reverb audio effect to an Audio bus.
Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
</brief_description>
<description>
Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.
</description>
<tutorials>
</tutorials>
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</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping">
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].
</member>
<member name="dry" type="float" setter="set_dry" getter="get_dry">
Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1. Default value: [code]1[/code].
</member>
<member name="hipass" type="float" setter="set_hpf" getter="get_hpf">
High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1. Default value: [code]0[/code].
</member>
<member name="predelay_feedback" type="float" setter="set_predelay_msec" getter="get_predelay_msec">
Output percent of predelay. Value can range from 0 to 1. Default value: [code]1[/code].
</member>
<member name="predelay_msec" type="float" setter="set_predelay_msec" getter="get_predelay_msec">
Time between the original signal and the early reflections of the reverb signal. Default value: [code]150ms[/code].
</member>
<member name="room_size" type="float" setter="set_room_size" getter="get_room_size">
Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1. Default value: [code]0.8[/code].
</member>
<member name="spread" type="float" setter="set_spread" getter="get_spread">
Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. Default value: [code]1[/code].
</member>
<member name="wet" type="float" setter="set_wet" getter="get_wet">
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].
</member>
</members>
<constants>