Documentation
¶
Overview ¶
Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsAudioEffect() AudioEffect.Instance
- func (self Instance) AsAudioEffectReverb() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) Damping() Float.X
- func (self Instance) Dry() Float.X
- func (self Instance) Hipass() Float.X
- func (self Instance) ID() ID
- func (self Instance) PredelayFeedback() Float.X
- func (self Instance) PredelayMsec() Float.X
- func (self Instance) RoomSize() Float.X
- func (self Instance) SetDamping(value Float.X)
- func (self Instance) SetDry(value Float.X)
- func (self Instance) SetHipass(value Float.X)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetPredelayFeedback(value Float.X)
- func (self Instance) SetPredelayMsec(value Float.X)
- func (self Instance) SetRoomSize(value Float.X)
- func (self Instance) SetSpread(value Float.X)
- func (self Instance) SetWet(value Float.X)
- func (self Instance) Spread() Float.X
- func (self Instance) Virtual(name string) reflect.Value
- func (self Instance) Wet() Float.X
Constants ¶
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Variables ¶
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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]) AsAudioEffectReverb ¶
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.AudioEffectReverb
Instance of the class with convieniently typed arguments and results.
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) AsAudioEffectReverb ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) Damping ¶
Defines how reflective the imaginary room's walls are. Value can range from 0 to 1.
func (Instance) Dry ¶
Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1.
func (Instance) Hipass ¶
High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1.
func (Instance) PredelayFeedback ¶
Output percent of predelay. Value can range from 0 to 1.
func (Instance) PredelayMsec ¶
Time between the original signal and the early reflections of the reverb signal, in milliseconds.
func (Instance) RoomSize ¶
Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.
func (Instance) SetDamping ¶
SetDamping sets the property returned by [GetDamping].
func (Instance) SetPredelayFeedback ¶
SetPredelayFeedback sets the property returned by [GetPredelayFeedback].
func (Instance) SetPredelayMsec ¶
SetPredelayMsec sets the property returned by [GetPredelayMsec].
func (Instance) SetRoomSize ¶
SetRoomSize sets the property returned by [GetRoomSize].