AudioEffect

package
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Published: Feb 8, 2025 License: MIT Imports: 20 Imported by: 0

Documentation

Overview

Package AudioEffect provides methods for working with AudioEffect object instances.

Index

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 Any

type Any interface {
	gd.IsClass
	AsAudioEffect() Instance
}

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 New

func New() Instance

func (Instance) AsAudioEffect

func (self Instance) AsAudioEffect() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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
}

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