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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-09-14 09:23:04 +0200
committerGitHub <noreply@github.com>2020-09-14 09:23:04 +0200
commit8818a93a3cc861144ab337401e00a3d1f5f549b2 (patch)
treeb40e1a9451d8130d71fbd021539594414af1a5ac /doc
parent45f4d8fc9295f8fafd7879f4d3f36cd8cb871608 (diff)
parent959f2287f6065b1ece5eb717d29b6364efc883c2 (diff)
Merge pull request #41987 from skyace65/Audio1
Improve AudioEffectDistortion and AudioEffectFilter documentation
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/AudioEffectDistortion.xml5
-rw-r--r--doc/classes/AudioEffectFilter.xml3
2 files changed, 5 insertions, 3 deletions
diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml
index 3cfeaadb23..24a145b0f3 100644
--- a/doc/classes/AudioEffectDistortion.xml
+++ b/doc/classes/AudioEffectDistortion.xml
@@ -2,13 +2,14 @@
<class name="AudioEffectDistortion" inherits="AudioEffect" version="4.0">
<brief_description>
Adds a distortion audio effect to an Audio bus.
- Modify the sound to make it dirty.
+ Modify the sound to make it distorted.
</brief_description>
<description>
- Modify the sound and make it dirty. Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
+ Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
</description>
<tutorials>
+ <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>
diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml
index f548fb49cc..293848d204 100644
--- a/doc/classes/AudioEffectFilter.xml
+++ b/doc/classes/AudioEffectFilter.xml
@@ -7,6 +7,7 @@
Allows frequencies other than the [member cutoff_hz] to pass.
</description>
<tutorials>
+ <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
</methods>
@@ -20,7 +21,7 @@
Gain amount of the frequencies after the filter.
</member>
<member name="resonance" type="float" setter="set_resonance" getter="get_resonance" default="0.5">
- Amount of boost in the overtones near the cutoff frequency.
+ Amount of boost in the frequency range near the cutoff frequency.
</member>
</members>
<constants>