Attention: Here be dragons

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AudioEffectPhaser

Inherits: AudioEffect < Resource < RefCounted < Object

Adds a phaser audio effect to an audio bus.

Creates several notch and peak filters that sweep across the spectrum.

Description

A "phaser" effect creates a copy of the original audio that phase-rotates differently across the entire frequency spectrum, with the use of a series of all-pass filter stages (6 in this effect). This copy modulates with a low-frequency oscillator and combines with the original audio, resulting in peaks and troughs that sweep across the spectrum.

This effect can be used to create a "glassy" or "bubbly" sound.

Tutorials

Properties

float

depth

1.0

float

feedback

0.7

float

range_max_hz

1600.0

float

range_min_hz

440.0

float

rate_hz

0.5


Property Descriptions

float depth = 1.0 🔗

Intensity of the effect. Value can range from 0.1 to 4.0.


float feedback = 0.7 🔗

  • void set_feedback(value: float)

  • float get_feedback()

The volume ratio of the filtered audio that is fed back to the all-pass filters. The higher the value, the sharper and louder the peak filters created by the effect. Value can range from 0.1 to 0.9.


float range_max_hz = 1600.0 🔗

  • void set_range_max_hz(value: float)

  • float get_range_max_hz()

Determines the maximum frequency affected by the low-frequency oscillator modulations, in Hz. Value can range from 10 to 10000.


float range_min_hz = 440.0 🔗

  • void set_range_min_hz(value: float)

  • float get_range_min_hz()

Determines the minimum frequency affected by the low-frequency oscillator modulations, in Hz. Value can range from 10 to 10000.


float rate_hz = 0.5 🔗

  • void set_rate_hz(value: float)

  • float get_rate_hz()

Adjusts the rate in Hz at which the effect sweeps up and down across the frequency range. Value can range from 0.01 to 20.