Skip to content

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.