godot/doc/classes/AudioEffectInstance.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectInstance" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
Manipulates the audio it receives for a given effect.
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</brief_description>
<description>
An audio effect instance manipulates the audio it receives for a given effect. This instance is automatically created by an [AudioEffect] when it is added to a bus, and should usually not be created directly. If necessary, it can be fetched at run-time with [method AudioServer.get_bus_effect_instance].
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</description>
<tutorials>
<link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link>
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</tutorials>
<methods>
<method name="_process" qualifiers="virtual">
<return type="void" />
<param index="0" name="src_buffer" type="const void*" />
<param index="1" name="dst_buffer" type="AudioFrame*" />
<param index="2" name="frame_count" type="int" />
<description>
Called by the [AudioServer] to process this effect. When [method _process_silence] is not overridden or it returns [code]false[/code], this method is called only when the bus is active.
[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only GDExtension can take advantage of it.
</description>
</method>
<method name="_process_silence" qualifiers="virtual const">
<return type="bool" />
<description>
Override this method to customize the processing behavior of this effect instance.
Should return [code]true[/code] to force the [AudioServer] to always call [method _process], even if the bus has been muted or cannot otherwise be heard.
</description>
</method>
</methods>
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</class>