Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Adds a pitch-shifting audio effect to an audio bus.
Raises or lowers the pitch of original sound.
Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
FFTSize FFT_SIZE_256 =
Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, but least stable over time.
FFTSize FFT_SIZE_512 =
Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but less stable over time.
FFTSize FFT_SIZE_1024 =
Use a buffer of 1024 samples for the Fast Fourier transform. This is a compromise between latency and stability over time.
FFTSize FFT_SIZE_2048 =
Use a buffer of 2048 samples for the Fast Fourier transform. High latency, but stable over time.
FFTSize FFT_SIZE_4096 =
Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, but most stable over time.
FFTSize FFT_SIZE_MAX =
Represents the size of the FFTSize enum.
FFTSize fft_size =
The size of the Fast Fourier transform buffer. Higher values smooth out the effect over time, but have greater latency. The effects of this higher latency are especially noticeable on sounds that have sudden amplitude changes.
int oversampling =
The oversampling factor to use. Higher values result in better quality, but are more demanding on the CPU and may cause audio cracking if the CPU can't keep up.
float pitch_scale =
The pitch scale to use.
1.0 is the default pitch and plays sounds unaltered. pitch_scale can range from
0.0 (infinitely low pitch, inaudible) to
16 (16 times higher than the initial pitch).