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:- Simulating room acoustics
- Adding depth to music
- Environmental audio (caves, halls, outdoors)
AudioEffectDelay
Creates echo/delay effects:- Rhythmic delays
- Space/sci-fi effects
- Doubling instruments
AudioEffectEQ
Equalizer for frequency control (6-band, 10-band, or 21-band):AudioEffectEQ6- 6 bands (32, 100, 320, 1000, 3200, 10000 Hz)AudioEffectEQ10- 10 bandsAudioEffectEQ21- 21 bands (most precise)
- Shaping tone of music/SFX
- Removing unwanted frequencies
- Mixing multiple audio sources
AudioEffectCompressor
Dynamic range compression:- Controlling dynamic range
- Preventing audio clipping
- “Gluing” mix elements together
- Making quiet sounds more audible
AudioEffectLimiter
Prevents audio from exceeding a threshold:AudioEffectFilter
Frequency filters (low-pass, high-pass, band-pass, notch):- Radio/telephone effects
- Underwater effects (low-pass)
- Rumble removal (high-pass)
- Creative sound design
AudioEffectDistortion
Adds harmonic distortion:MODE_CLIP- Hard clippingMODE_ATAN- Soft saturationMODE_LOFI- Lo-fi bit crushingMODE_OVERDRIVE- Tube-like overdriveMODE_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:Analyzing Audio
AudioEffectSpectrumAnalyzer
Analyze frequency content for visualizations:AudioEffectCapture
Capture audio for recording or processing:Best Practices
Use buses wisely
Use buses wisely
Create separate buses for different audio categories (Music, SFX, Voice) and apply appropriate effects to each.
Mind CPU usage
Mind CPU usage
Effects consume CPU. Use them judiciously, especially on mobile platforms. Disable effects when not needed.
Test on target hardware
Test on target hardware
Effect performance varies across platforms. Always test on your target devices.
Use subtle settings
Use subtle settings
Less is often more. Start with subtle effect settings and increase gradually.
Bypass for debugging
Bypass for debugging
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