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Proofing/review: Remove filler words, adhere to style guide
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@@ -18,7 +18,7 @@ entirely from the ground up, without relying on any existing audio libraries.
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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 very efficient tradeoff between performance and sound quality.
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a efficient tradeoff between performance and sound quality.
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Decibel Scale
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-------------
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@@ -109,19 +109,19 @@ There is a lot of bibliography written about compressors, and Godot implementati
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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 with Reverb, to simulate very wide rooms, canyons, etc. where sound bounces are far apart.
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Adds an "Echo" effect with a feedback loop. It can be used, together with Reverb, to simulate wide rooms, canyons, etc. where sound bounces are far apart.
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Distortion
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~~~~~~~~~~
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Adds classical effects to modify the sound and make it dirty. Godot supports effects like overdrive, tan, or bit crushing.
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For games, it can simulate sound coming from some saturated device or speaker very efficiently.
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For games, it can simulate sound coming from some saturated device or speaker efficiently.
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EQ6, EQ10, EQ21
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~~~~~~~~~~~~~~~
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Godot provides three model of equalizers with different band counts. Equalizers are very useful on the Master Bus to completely master a mix and give it character. They are
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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).
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Godot provides three model of equalizers with different band counts. Equalizers are useful on the Master Bus to completely master a mix and give it character. They are
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also 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).
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HighPassFilter, HighShelfFilter
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -21,7 +21,7 @@ inside an AudioStreamPlayer.
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When using these kind of files, you should choose which one is best for your specific use case:
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* Audio files of type *.wav* are considerably big, but use very little amount of your CPU to play. Hundreds of them can be played simultaneously with little impact to performance. This format is usually best for short sound effects, as the importer will trim them and convert them to IMA-ADPCM.
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* Audio files of type *.wav* are considerably big, but use little amount of your CPU to play. Hundreds of them can be played simultaneously with little impact to performance. This format is usually best for short sound effects, as the importer will trim them and convert them to IMA-ADPCM.
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* Audio files of type *.ogg* are much smaller, but use considerably more amount of CPU power to play back, so only a few can be played back (especially on mobile!). This format is usually best for music or long sound effect sequences. It also works well for voice at relatively low bitrates.
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Keep in mind both .wav and .ogg generally don't contain looping information, so this information must be set on the import options of each:
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@@ -61,7 +61,7 @@ Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced optio
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Reverb Buses
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~~~~~~~~~~~~
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Godot allows 3D Audio Streams that enter a specific *Area* to send dry and wet audio to separate buses. This is really useful when you have several reverb configurations for different types of rooms.
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Godot allows 3D Audio Streams that enter a specific *Area* to send dry and wet audio to separate buses. This is useful when you have several reverb configurations for different types of rooms.
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This is done by enabling this type of reverb in the *Reverb Bus* section of *Area* properties:
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.. image:: img/audio_stream_reverb_bus.png
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