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authorskyace65 <trekie96@hotmail.com>2020-09-11 11:20:21 -0400
committerskyace65 <trekie96@hotmail.com>2020-09-11 11:34:23 -0400
commit959f2287f6065b1ece5eb717d29b6364efc883c2 (patch)
tree2e067b192c5277eccfb8e9f213cacd9395e917d6 /doc/classes
parente49d25bac08d1205f5c2cd7126a0323fd028e0cc (diff)
downloadredot-engine-959f2287f6065b1ece5eb717d29b6364efc883c2.tar.gz
Improve AudioEffectDistortion and AudioEffectFilter documentation
Diffstat (limited to 'doc/classes')
-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>