Effects¶
All effects have one Input and one Output pin (the compressor also has Sidechain), plus Bypass. They are non-destructive and run per client. Several wires into an effect are summed first, so one effect can process a whole bus.
Tone and EQ¶
AudioFilter¶
A single biquad-style filter. It is the precise tool for building bands, such as a radio's 300–3400 Hz.
| Property | Range | Notes |
|---|---|---|
FilterType |
AudioFilterType |
Peak, LowShelf, HighShelf, Lowpass6dB / 12dB / 24dB / 48dB, Highpass12dB / 24dB / 48dB, Bandpass, Notch |
Frequency |
20–22,000 Hz | Cutoff or centre |
Gain |
−30 to +30 dB | Peak and the shelves only |
Q |
0.1–10 | Slope or resonance (not used by the shelves). 0.707 is flat for the 12 dB/oct types. |
GetGainAt(hz) → dB samples the response curve, which is handy for drawing an EQ graph.
AudioEqualizer¶
A three-band EQ. Use it for broad shaping such as muffled, underwater or telephone-ish sound.
| Property | Range |
|---|---|
LowGain, MidGain, HighGain |
−80 to +10 dB |
MidRange |
NumberRange of the two crossover frequencies, each 200–20,000 Hz |
Dynamics¶
AudioCompressor¶
Evens out level. Pins: Input, Sidechain and Output.
| Property | Range |
|---|---|
Threshold |
−60 to 0 dB |
Ratio |
1–50 |
Attack |
0.0001–0.5 s |
Release |
0.01–5 s |
MakeupGain |
−30 to +30 dB |
If anything is wired to Sidechain, the compressor listens to that stream to decide when to compress the Input. That is ducking: music that dips when someone talks.
AudioGate¶
A noise gate, with hysteresis.
| Property | Range | Notes |
|---|---|---|
Threshold |
NumberRange, −80 to +30 dB | Opens above the high value and closes below the low. Default −36 / −24. |
Attack |
0.001–5 s | Open time |
Release |
0.001–5 s | Close time |
Reset() clears its state.
AudioLimiter¶
A brick wall on peaks.
| Property | Range |
|---|---|
MaxLevel |
−12 to 0 dB |
Release |
0.001–1 s |
AudioFader¶
Plain gain. Use it as a bus or group volume, the new SoundGroup.
| Property | Range |
|---|---|
Volume |
0–3 |
Colour and character¶
| Class | What it does | Properties |
|---|---|---|
AudioDistortion |
Overdrive or fuzz | Level 0–1 |
AudioChorus |
Detuned delayed copies; one voice sounds like several | Depth 0–1 (0–100 ms), Rate 0–20 Hz, Mix 0–1 |
AudioFlanger |
Sweeping, jet-like comb | Depth 0.01–1 (≤10 ms), Rate 0–20 Hz, Mix 0–1 |
AudioTremolo |
Volume wobble | Frequency 0.1–20 Hz (5), Depth 0–1 (1), Duty 0–1 (0.5), Shape 0 = triangle to 1 = sine, Skew −1 to 1, Square 0–1 |
AudioPitchShifter |
Pitch without a speed change | Pitch 0.5–2, WindowSize (bigger is cleaner but adds latency) |
AudioPitchShifter works in the frequency domain, so extreme settings sound phasey. On voice, a bigger WindowSize adds noticeable delay.
Space¶
AudioEcho¶
| Property | Range |
|---|---|
DelayTime |
0.001–5 s |
Feedback |
0–1 (0 = one echo, 1 = never fades) |
DryLevel, WetLevel |
−80 to +10 dB |
RampTime |
0–60,000 s. Glides DelayTime changes and gives tape-style pitch bends. |
Reset() clears the tail.
AudioReverb¶
| Property | Range |
|---|---|
DecayTime |
0.1–20 s |
DecayRatio |
0.1–1 (high vs low decay, split at ReferenceFrequency) |
Density |
0.1–1 |
Diffusion |
0.1–1 |
EarlyDelayTime |
0–0.3 s |
LateDelayTime |
0–0.1 s |
HighCutFrequency |
20–20,000 Hz |
LowShelfFrequency |
20–20,000 Hz |
LowShelfGain |
−36 to +12 dB |
ReferenceFrequency |
20–20,000 Hz |
DryLevel, WetLevel |
−80 to +20 dB |
Reset() clears the tail. For reverb that follows the real room geometry, use acoustic simulation instead of a fixed AudioReverb.
Effect order that works for voice¶
The order the R7 radio uses, and a sound default for any processed voice:
flowchart LR
I[mic / bus] --> HP[Filter<br/>Highpass] --> LP[Filter<br/>Lowpass] --> G[Gate] --> C[Compressor] --> X[colour:<br/>EQ / distortion] --> Lim[Limiter] --> O[out]
Band-limit first so the gate and compressor react to the voice and not to rumble or hiss. Put the limiter last so nothing downstream can clip. See The audio path for the R7's version.