Documentation
¶
Overview ¶
Package AudioEffectDistortion provides methods for working with AudioEffectDistortion object instances.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsAudioEffect() AudioEffect.Instance
- func (self Instance) AsAudioEffectDistortion() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) Drive() Float.X
- func (self Instance) ID() ID
- func (self Instance) KeepHfHz() Float.X
- func (self Instance) Mode() Mode
- func (self Instance) PostGain() Float.X
- func (self Instance) PreGain() Float.X
- func (self Instance) SetDrive(value Float.X)
- func (self Instance) SetKeepHfHz(value Float.X)
- func (self Instance) SetMode(value Mode)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetPostGain(value Float.X)
- func (self Instance) SetPreGain(value Float.X)
- func (self Instance) Virtual(name string) reflect.Value
- type Mode
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 Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsAudioEffect ¶
func (self *Extension[T]) AsAudioEffect() AudioEffect.Instance
func (*Extension[T]) AsAudioEffectDistortion ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.AudioEffectDistortion
Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape. By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsAudioEffect ¶
func (self Instance) AsAudioEffect() AudioEffect.Instance
func (Instance) AsAudioEffectDistortion ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) SetKeepHfHz ¶
func (Instance) SetPostGain ¶
func (Instance) SetPreGain ¶
type Mode ¶
type Mode int //gd:AudioEffectDistortion.Mode
const ( /*Digital distortion effect which cuts off peaks at the top and bottom of the waveform.*/ ModeClip Mode = 0 ModeAtan Mode = 1 /*Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices.*/ ModeLofi Mode = 2 /*Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The [member drive] property has no effect in this mode.*/ ModeOverdrive Mode = 3 /*Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.*/ ModeWaveshape Mode = 4 )