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Overview

Godot’s audio system supports real-time audio effects that can be added to audio buses. Effects are processed in order on each bus, allowing you to create complex audio processing chains similar to professional audio software.
Effects are added to buses, not individual AudioStreamPlayer nodes. All audio routed through a bus will be processed by its effects.

Adding Effects to Buses

Programmatically Adding Effects

Managing Effects

Common Audio Effects

AudioEffectReverb

Adds reverb (echo/room ambience) to audio:
Use Cases:
  • Simulating room acoustics
  • Adding depth to music
  • Environmental audio (caves, halls, outdoors)

AudioEffectDelay

Creates echo/delay effects:
Use Cases:
  • Rhythmic delays
  • Space/sci-fi effects
  • Doubling instruments

AudioEffectEQ

Equalizer for frequency control (6-band, 10-band, or 21-band):
Available EQ Types:
  • AudioEffectEQ6 - 6 bands (32, 100, 320, 1000, 3200, 10000 Hz)
  • AudioEffectEQ10 - 10 bands
  • AudioEffectEQ21 - 21 bands (most precise)
Use Cases:
  • Shaping tone of music/SFX
  • Removing unwanted frequencies
  • Mixing multiple audio sources

AudioEffectCompressor

Dynamic range compression:
Use Cases:
  • Controlling dynamic range
  • Preventing audio clipping
  • “Gluing” mix elements together
  • Making quiet sounds more audible

AudioEffectLimiter

Prevents audio from exceeding a threshold:
Always add a limiter to the Master bus to prevent audio clipping and distortion.

AudioEffectFilter

Frequency filters (low-pass, high-pass, band-pass, notch):
Use Cases:
  • Radio/telephone effects
  • Underwater effects (low-pass)
  • Rumble removal (high-pass)
  • Creative sound design

AudioEffectDistortion

Adds harmonic distortion:
Distortion Modes:
  • MODE_CLIP - Hard clipping
  • MODE_ATAN - Soft saturation
  • MODE_LOFI - Lo-fi bit crushing
  • MODE_OVERDRIVE - Tube-like overdrive
  • MODE_WAVESHAPE - Wave shaping

AudioEffectChorus

Thickens sound by creating multiple slightly detuned copies:

AudioEffectPhaser

Creates sweeping, swirling effects:

Effect Chains

Effects are processed in the order they’re added:
Effect order matters! Generally: EQ → Dynamics (Compressor) → Time-based (Delay/Reverb).

Analyzing Audio

AudioEffectSpectrumAnalyzer

Analyze frequency content for visualizations:

AudioEffectCapture

Capture audio for recording or processing:

Best Practices

Create separate buses for different audio categories (Music, SFX, Voice) and apply appropriate effects to each.
Effects consume CPU. Use them judiciously, especially on mobile platforms. Disable effects when not needed.
Effect performance varies across platforms. Always test on your target devices.
Less is often more. Start with subtle effect settings and increase gradually.
Use set_bus_bypass_effects() to temporarily disable all effects on a bus for troubleshooting.

See Also

Audio Overview

Learn about AudioServer and bus architecture

Audio Streams

Understand audio formats and playback