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Audio Buses: Fix TODOs
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@@ -6,7 +6,7 @@ Audio Buses
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Introduction
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------------
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Beginning Godot 3.0, the audio engine has been rewritten from scratch.
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Beginning with Godot 3.0, the audio engine has been rewritten from scratch.
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The aim now is to present an interface much friendlier to sound design
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professionals. To achieve this, the audio engine contains a virtual rack
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where unlimited audio buses can be created and, on each of it, unlimited
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@@ -20,6 +20,8 @@ Even the effect processors were written exclusively for Godot (save for
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the pitch shifting library), with games in mind. This allows
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a efficient tradeoff between performance and sound quality.
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See also: the :ref:`doc_audio-buses` tutorial.
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Decibel Scale
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-------------
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@@ -65,7 +67,7 @@ To test playback to a bus, create an AudioStreamPlayer node, load an AudioStream
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Finally toggle the "playing" property to on and sound will flow.
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To learn more about *Audio Streams*, please read the related tutorial later! (@TODO link to audio streams tute)
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You may also be interested in reading about :ref:`doc_audio-buses` now.
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Adding Effects
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--------------
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@@ -165,7 +167,7 @@ This effect allows for modulating pitch independently of tempo. All frequencies
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Reverb
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~~~~~~
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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 Areas (@TODO LINK TO TUTORIAL WHEN DONE), or
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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 Areas (see :ref:`doc_audio-buses` tutorial, look for the section on Areas), or
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to apply chamber feel to all sounds.
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StereoEnhance
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