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- :article_outdated: True
- .. _doc_audio_buses:
- Audio buses
- ===========
- Introduction
- ------------
- Godot's audio processing code has been written with games in mind, with the aim
- of achieving an optimal balance between performance and sound quality.
- Godot's audio engine allows any number of audio buses to be created and any
- number of effect processors can be added to each bus. Only the hardware of the
- device running your game will limit the number of buses and effects that can be
- used before performance starts to suffer.
- Decibel scale
- -------------
- Godot's sound interface is designed to meet the expectations of sound design
- professionals. To this end, it primarily uses the decibel scale.
- For those unfamiliar with it, it can be explained with a few facts:
- - The decibel (dB) scale is a relative scale. It represents the ratio of
- sound power by using 20 times the base 10 logarithm of the ratio
- (20 × log\ :sub:`10`\ (P/P\ :sub:`0`\ )).
- - For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor
- of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc.
- - Since the scale is logarithmic, true zero (no audio) can't be represented.
- - 0 dB is the maximum amplitude possible in a digital audio system.
- This limit is not the human limit, but a limit from the sound hardware.
- Audio with amplitudes that are too high to be represented properly below 0 dB
- create a kind of distortion called *clipping*.
- - To avoid clipping, your sound mix should be arranged so that the output of the
- *master bus* (more on that later) never exceeds 0 dB.
- - Every 6 dB below the 0 dB limit, sound energy is *halved*.
- It means the sound volume at -6 dB is half as loud as 0dB.
- -12 dB is half as loud as -6 dB and so on.
- - When working with decibels, sound is considered no longer audible
- between -60 dB and -80 dB. This makes your working range generally
- between -60 dB and 0 dB.
- This can take a bit getting used to, but it's friendlier in the end
- and will allow you to communicate better with audio professionals.
- Audio buses
- -----------
- Audio buses can be found in the bottom panel of the Godot editor:
- .. image:: img/audio_buses1.png
- An *audio bus* (also called an *audio channel*) can be considered a place that
- audio is channeled through on the way to playback through a device's speakers.
- Audio data can be *modified* and *re-routed* by an audio bus. An audio bus
- has a VU meter (the bars that light up when sound is played) which indicates the
- amplitude of the signal passing through.
- The leftmost bus is the *master bus*. This bus outputs the mix to your speakers
- so, as mentioned in the *Decibel scale* section above, make sure that your mix
- level doesn't reach 0 dB in this bus. The rest of the audio buses can be
- flexibly routed. After modifying the sound, they send it to another bus to
- the left. The destination bus can be specified for each of the non-master audio
- buses. Routing always passes audio from buses on the right to buses further
- to the left. This avoids infinite routing loops.
- .. image:: img/audio_buses2.png
- In the above image, the output of *Bus 2* has been routed to the *Master* bus.
- Playback of audio through a bus
- -------------------------------
- To test passing audio to a bus, create an AudioStreamPlayer node, load an
- AudioStream and select a target bus for playback:
- .. image:: img/audio_buses3.png
- Finally, toggle the **Playing** property to **On** and sound will flow.
- .. seealso::
- You may also be interested in reading about :ref:`doc_audio_streams` now.
- Adding effects
- --------------
- .. warning::
- This feature is not supported on the web platform if the AudioStreamPlayer's
- playback mode is set to **Sample**, which is the default. It will only work if the
- playback mode is set to **Stream**, at the cost of increased latency if threads
- are not enabled.
- See :ref:`Audio playback in the Exporting for the Web documentation <doc_exporting_for_web_audio_playback>`
- for details.
- Audio buses can contain all sorts of effects. These effects modify the sound in
- one way or another and are applied in order.
- .. image:: img/audio_buses4.webp
- For information on what each effect does, see :ref:`doc_audio_effects`.
- Automatic bus disabling
- -----------------------
- There is no need to disable buses manually when not in use. Godot detects
- that the bus has been silent for a few seconds and disables it (including
- all effects).
- .. figure:: img/audio_buses5.png
- Disabled buses have a blue VU meter instead of a red-green one.
- Bus rearrangement
- -----------------
- Stream Players use bus names to identify a bus, which allows adding, removing
- and moving buses around while the reference to them is kept. However, if a bus
- is renamed, the reference will be lost and the Stream Player will output
- to Master. This system was chosen because rearranging buses is a more common
- process than renaming them.
- Default bus layout
- ------------------
- The default bus layout is automatically saved to the
- ``res://default_bus_layout.tres`` file. Custom bus arrangements can be saved
- and loaded from disk.
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