Documentation
¶
Overview ¶
Package AudioEffect provides methods for working with AudioEffect object instances.
Index ¶
- type Advanced
- type Any
- type Implementation
- type Instance
- func (self Instance) AsAudioEffect() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.AudioEffect
The base [Resource] for every audio effect. In the editor, an audio effect can be added to the current bus layout through the Audio panel. At run-time, it is also possible to manipulate audio effects through [method AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and [method AudioServer.get_bus_effect]. When applied on a bus, an audio effect creates a corresponding [AudioEffectInstance]. The instance is directly responsible for manipulating the sound, based on the original audio effect's properties.
See [Interface] for methods that can be overridden by a [Class] that extends it.
%!(EXTRA string=AudioEffect)
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsAudioEffect ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (*Instance) UnsafePointer ¶
type Interface ¶
type Interface interface { //Override this method to customize the [AudioEffectInstance] created when this effect is applied on a bus in the editor's Audio panel, or through [method AudioServer.add_bus_effect]. //[codeblock] //extends AudioEffect // //@export var strength = 4.0 // //func _instantiate(): // var effect = CustomAudioEffectInstance.new() // effect.base = self // // return effect //[/codeblock] //[b]Note:[/b] It is recommended to keep a reference to the original [AudioEffect] in the new instance. Depending on the implementation this allows the effect instance to listen for changes at run-time and be modified accordingly. Instantiate() [1]gdclass.AudioEffectInstance }