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More clarity and explanation for audio effects (#8304)
* Update tutorials/audio/audio_effects.rst --------- Co-authored-by: A Thousand Ships <[email protected]> Co-authored-by: Max Hilbrunner <[email protected]> Co-authored-by: Matthew <[email protected]>
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tutorials/audio/audio_effects.rst

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@@ -16,9 +16,9 @@ description of the available effects:
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Amplify
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~~~~~~~
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Amplify changes the amplitude of the signal. Some care needs to be taken.
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Setting the level too high can make the sound clip, which is usually
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undesirable.
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Amplify changes the volume of the signal. Some care needs to be taken, though:
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setting the level too high can make the sound digitally clip, which can produce
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unpleasant crackles and pops.
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BandLimit and BandPass
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~~~~~~~~~~~~~~~~~~~~~~
@@ -39,30 +39,33 @@ or to transmit audio over the network in real-time.
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Chorus
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~~~~~~
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The Chorus effect duplicates the incoming audio, delays the duplicate slightly
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and uses an LFO to continuously modulate the pitch of the duplicated signal
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before mixing the duplicated signal(s) and the original together again. This
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creates a shimmering effect and adds stereo width to the sound.
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As the name of the effect implies, the Chorus effect makes a single audio sample
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sound like an entire chorus. It does this by duplicating a signal and very
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slightly altering the timing and pitch of each duplicate, and varying that
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over time via an LFO (low frequency oscillator). The duplicate(s) are then
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mixed back together with the original signal, producing a lush, wide, and
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large sound. Although chorus is traditionally used for voices, it can be
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desirable with almost any type of sound.
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Compressor
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~~~~~~~~~~
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A dynamic range compressor automatically attenuates the level of the incoming
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A dynamic range compressor automatically attenuates (ducks) the level of the incoming
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signal when its amplitude exceeds a certain threshold. The level of attenuation
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applied is proportional to how far the incoming audio exceeds the threshold.
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The compressor's Ratio parameter controls the degree of attenuation.
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One of the main uses of a compressor is to reduce the dynamic range of signals
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with very loud and quiet parts. Reducing the dynamic range of a signal
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can make it easier to mix.
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can make it fit more comfortably in a mix.
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The compressor has many uses. For example:
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- It can be used in the Master bus to compress the whole output.
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- It can be used in the Master bus to compress the whole output prior to being hit by a limiter, making the effect of the limiter much more subtle.
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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
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- It can be *sidechained* by another sound source. This means it can reduce the sound level
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of one signal using the level of another audio bus for threshold detection.
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This technique is very common in video game mixing to "duck" the level of
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music or sound effects when voices need to be heard.
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music or sound effects when in-game or multiplayer voices need to be fully audible.
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- It can accentuate transients by using a slower attack.
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This can make sound effects more punchy.
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@@ -71,22 +74,30 @@ The compressor has many uses. For example:
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If your goal is to prevent a signal from exceeding a given amplitude
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altogether, rather than to reduce the dynamic range of the signal,
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a :ref:`limiter <doc_audio_buses_limiter>` is likely a better choice
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than a compressor.
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than a compressor for this purpose. However, applying compression before
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a limiter is still good practice.
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Delay
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~~~~~
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Adds an "echo" effect with a feedback loop. It can be used together
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with *Reverb* to simulate wide rooms, canyons, etc. where sound bounces
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are far apart.
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Digital delay essentially duplicates a signal and repeats it at a specified
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speed with a volume level that decays for each repeat. Delay is great for
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simulating the acoustic space of a canyon or large room, where sound bounces
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have a lot of *delay* between their repeats. This is in contrast to reverb,
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which has a more natural and blurred sound to it. Using this in conjunction
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with reverb can create very natural sounding environments!
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Distortion
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~~~~~~~~~~
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Makes the sound distorted. Godot offers several types of distortion: *overdrive*,
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*tan* and *bit crushing*. Distortion can be used to simulate sound coming through
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a low-quality speaker or device.
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Makes the sound distorted. Godot offers several types of distortion:
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- *Overdrive* sounds like a guitar distortion pedal or megaphone. Sounds distorted with this sound like they're coming through
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a low-quality speaker or device.
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- *Tan* sounds like another interesting flavor of overdrive.
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- *Bit crushing* clamps the amplitude of the signal, making it sound flat and crunchy.
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All three types of distortion can add higher frequency sounds to an original sound, making it stand out better in a mix.
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EQ
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~~
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EQ6, EQ10, EQ21
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~~~~~~~~~~~~~~~
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Godot provides three equalizers with different numbers of bands. An equalizer on
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the Master bus can be useful to cut frequencies that the device's speakers can't
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reproduce well (e.g. a mobile phone's speakers won't reproduce bass content
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well). The equalizer effect can be disabled when headphones are plugged in.
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Godot provides three equalizers with different numbers of bands, which
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are represented in the title (6, 10, and 21 bands, respectively).
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An equalizer on the Master bus can be useful for cutting low and high
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frequencies that the device's speakers can't reproduce well.
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For example, phone or tablet speakers usually don't reproduce
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low frequency sounds well, and could make a limiter or compressor
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attenuate sounds that aren't even audible to the user anyway.
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Note: The equalizer effect can be disabled when headphones are plugged in, giving the user the best of both worlds.
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Filter
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~~~~~~
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~~~~~~~
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A limiter is similar to a compressor, but it's less flexible and designed to
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prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to
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the Master bus is a safeguard against clipping.
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prevent a signal's amplitude exceeding a given dB threshold. Adding a limiter to the final point of
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the Master bus is good practice, as it offers an easy safeguard against clipping.
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LowPassFilter
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~~~~~~~~~~~~~
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~~~~~~
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The Panner allows the stereo balance of a signal to be adjusted between
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the left and right channels (wear headphones to audition this effect).
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the left and right channels. Headphones are recommended when configuring in this effect.
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Phaser
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~~~~~~
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It probably does not make much sense to explain that this effect is formed by
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two signals being dephased and cancelling each other out. You can make a Darth
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Vader voice with it, or jet-like sounds.
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This effect is formed by de-phasing two duplicates of the same sound so
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they cancel each other out in an interesting way. Phaser produces a
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pleasant whooshing sound that moves back and forth through the audio
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spectrum, and can be a great way to create sci-fi effects or Darth
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Vader-like voices.
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PitchShift
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~~~~~~~~~~
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This effect allows the adjustment of the signal's pitch independently of its
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speed. All frequencies can be increased/decreased with minimal effect on
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transients. PitchShift can be useful to create unusually high or deep voices.
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Do note that altering pitch can sound unnatural when pushed outside of a
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narrow window.
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Record
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~~~~~~
@@ -185,10 +205,12 @@ SpectrumAnalyzer
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~~~~~~~~~~~~~~~~
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This effect doesn't alter audio, instead, you add this effect to buses you want
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a spectrum analysis of. This would typically be used for audio visualization. A
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demo project using this can be found `here <https://github.com/godotengine/godot-demo-projects/tree/master/audio/spectrum>`__.
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a spectrum analysis of. This would typically be used for audio visualization.
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Visualizing voices can be a great way to draw attention to them without just
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increasing their volume.
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A demo project using this can be found `here <https://github.com/godotengine/godot-demo-projects/tree/master/audio/spectrum>`__.
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StereoEnhance
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~~~~~~~~~~~~~
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This effect uses a few algorithms to enhance a signal's stereo spectrum.
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This effect uses a few algorithms to enhance a signal's stereo width.

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