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音频特效

Godot 包含多种音频效果,可以将它们添加到音频总线以更改通过该总线的每个音频文件。

../../_images/audio_buses4.png

全部试一试,感受声音的改变。下面是对以上效果的简短描述:

增幅(Amplify)

Amplify changes the volume of the signal. Some care needs to be taken, though: setting the level too high can make the sound digitally clip, which can produce unpleasant crackles and pops.

带限和带通(BandLimit and BandPass)

它们是共振滤波器,在 截断 (Cutoff)点附近阻断频率。带通滤波器可以用来模拟旧电话线路或扩音器传出的声音。调节带通滤波器的频率,可以模拟吉他哇音(wah-wah)踏板的声音,想想吉米·亨德里克斯在 Voodoo Child (Slight Return) 中使用的吉他吧。

捕获

Capture(采集)效果器会将其所在音频总线的音频帧复制到内部缓冲区中。可用于从麦克风获取音频或通过网络实时传输音频。

和声

As the name of the effect implies, the Chorus effect makes a single audio sample sound like an entire chorus. It does this by duplicating a signal and very slightly altering the timing and pitch of each duplicate, and varying that over time via an LFO (low frequency oscillator). The duplicate(s) are then mixed back together with the original signal, producing a lush, wide, and large sound. Although chorus is traditionally used for voices, it can be desirable with almost any type of sound.

压缩(Compressor)

A dynamic range compressor automatically attenuates (ducks) the level of the incoming signal when its amplitude exceeds a certain threshold. The level of attenuation applied is proportional to how far the incoming audio exceeds the threshold. The compressor’s Ratio parameter controls the degree of attenuation. One of the main uses of a compressor is to reduce the dynamic range of signals with very loud and quiet parts. Reducing the dynamic range of a signal can make it fit more comfortably in a mix.

压缩器有很多用途,例如:

  • It can be used in the Master bus to compress the whole output prior to being hit by a limiter, making the effect of the limiter much more subtle.

  • 它可以在人声通道中使用,使它们听起来尽可能均匀。

  • It can be sidechained by another sound source. This means it can reduce the sound level of one signal using the level of another audio bus for threshold detection. This technique is very common in video game mixing to “duck” the level of music or sound effects when in-game or multiplayer voices need to be fully audible.

  • 它可以通过较慢的启动(attack)来突出瞬态,让音效听起来更有力。

备注

If your goal is to prevent a signal from exceeding a given amplitude altogether, rather than to reduce the dynamic range of the signal, a limiter is likely a better choice than a compressor for this purpose. However, applying compression before a limiter is still good practice.

延迟(Delay)

Digital delay essentially duplicates a signal and repeats it at a specified speed with a volume level that decays for each repeat. Delay is great for simulating the acoustic space of a canyon or large room, where sound bounces have a lot of delay between their repeats. This is in contrast to reverb, which has a more natural and blurred sound to it. Using this in conjunction with reverb can create very natural sounding environments!

失真(Distortion)

Makes the sound distorted. Godot offers several types of distortion:

  • Overdrive sounds like a guitar distortion pedal or megaphone. Sounds distorted with this sound like they’re coming through a low-quality speaker or device.

  • Tan sounds like another interesting flavor of overdrive.

  • Bit crushing clamps the amplitude of the signal, making it sound flat and crunchy.

All three types of distortion can add higher frequency sounds to an original sound, making it stand out better in a mix.

均衡器(EQ)

所有其他均衡器都从EQ继承而来。可以使用自定义脚本将其扩展,以此创建具有自定义频段数的均衡器。

EQ6, EQ10, EQ21

Godot provides three equalizers with different numbers of bands, which are represented in the title (6, 10, and 21 bands, respectively). An equalizer on the Master bus can be useful for cutting low and high frequencies that the device’s speakers can’t reproduce well. For example, phone or tablet speakers usually don’t reproduce low frequency sounds well, and could make a limiter or compressor attenuate sounds that aren’t even audible to the user anyway.

Note: The equalizer effect can be disabled when headphones are plugged in, giving the user the best of both worlds.

过滤器

滤波器是所有其他处理器继承自的效果,不能直接使用。

高通滤波器( HighPassFilter)

这些滤波器削减低于特定 截断 频率的频率. 高通滤波器用于降低信号的低音含量。

高架滤波器(HighShelfFilter)

减少所有高于特定 截断 值的频率。

限幅器(Limiter)

A limiter is similar to a compressor, but it’s less flexible and designed to prevent a signal’s amplitude exceeding a given dB threshold. Adding a limiter to the final point of the Master bus is good practice, as it offers an easy safeguard against clipping.

低通滤波器(LowPassFilter)

削减高于特定 截断 频率的频率,也可以产生共振(加强接近 截断 频率的频率)。低通滤波器可以用来模拟 “沉闷” 的声音。例如,水下的声音, 墙后的声音或遥远的声音。

低架过滤器(LowShelfFilter)

削减所有低于特定 截断 值的频率。

陷波滤波器(NotchFilter)

与带通滤波器相反, 它从频谱中的给定的 截断 处移除一个频段的声音.

声像(Panner)

The Panner allows the stereo balance of a signal to be adjusted between the left and right channels. Headphones are recommended when configuring in this effect.

移相器(Phaser)

This effect is formed by de-phasing two duplicates of the same sound so they cancel each other out in an interesting way. Phaser produces a pleasant whooshing sound that moves back and forth through the audio spectrum, and can be a great way to create sci-fi effects or Darth Vader-like voices.

移调(PitchShift)

This effect allows the adjustment of the signal’s pitch independently of its speed. All frequencies can be increased/decreased with minimal effect on transients. PitchShift can be useful to create unusually high or deep voices. Do note that altering pitch can sound unnatural when pushed outside of a narrow window.

录制(Record)

Record 效果允许用户录制麦克风中的声音。

混响(Reverb)

Reverb simulates rooms of different sizes. It has adjustable parameters that can be tweaked to obtain the sound of a specific room. Reverb is commonly outputted from Area3Ds (see Reverb buses), or to apply a “chamber” feel to all sounds.

频谱分析仪(SpectrumAnalyzer)

This effect doesn’t alter audio, instead, you add this effect to buses you want a spectrum analysis of. This would typically be used for audio visualization. Visualizing voices can be a great way to draw attention to them without just increasing their volume. A demo project using this can be found here.

立体声增强(StereoEnhance)

This effect uses a few algorithms to enhance a signal’s stereo width.

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© 版权所有 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision b1c660f7.

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