AudioEffectCompressor
Adds a downward compressor audio effect to an audio bus. Allows control of the dynamic range via a volume threshold and timing controls.
Adds a downward compressor audio effect to an audio bus. Allows control of the dynamic range via a volume threshold and timing controls.
A "compressor" decreases the volume of sounds when it exceeds a certain volume threshold level. A compressor can have many uses in a mix:
- To compress the whole volume in the Master bus (although an
AudioEffectHardLimiteris probably better). - To ensure balance of voice audio clips.
- To sidechain, using another bus as a trigger. This decreases the volume of the bus it is attached to, by using the volume from another audio bus for threshold detection. This technique is common in video game mixing to decrease the volume of music and SFX while voices are being heard. This effect is also known as "ducking".
- To accentuate transients by using a long attack, letting sounds exceed the volume threshold level for a short period before compressing them. This can be used to make SFX more punchy.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
AudioEffectCompressorConstructor
public AudioEffectCompressor();Properties7
AttackUsProperty
public float AttackUs { get; set; }Compressor's reaction time when the audio exceeds the volume threshold level, in microseconds. Value can range from 20 to 2000.
GainProperty
public float Gain { get; set; }Gain of the audio signal, in dB. Value can range from -20 to 20.
MixProperty
public float Mix { get; set; }Balance between the original audio and the compressed audio. Value can range from 0 (totally dry) to 1 (totally wet).
RatioProperty
public float Ratio { get; set; }Amount of compression applied to the audio once it passes the volume threshold level. The higher the ratio, the stronger the compression applied to audio signals that pass the volume threshold level. Value can range from 1 to 48.
ReleaseMsProperty
public float ReleaseMs { get; set; }Compressor's delay time to stop decreasing the volume after the it falls below the volume threshold level, in milliseconds. Value can range from 20 to 2000.
SidechainProperty
public StringName Sidechain { get; set; }Audio bus to use for the volume threshold detection.
ThresholdProperty
public float Threshold { get; set; }The volume level above which compression is applied to the audio, in dB. Value can range from -60 to 0.
Methods14
GetAttackUsfloat
public float GetAttackUs();floatGetGainfloat
public float GetGain();floatGetMixfloat
public float GetMix();floatGetRatiofloat
public float GetRatio();floatGetReleaseMsfloat
public float GetReleaseMs();floatGetSidechainStringName
public StringName GetSidechain();StringNameGetThresholdfloat
public float GetThreshold();floatSetAttackUsvoid
public void SetAttackUs(float attackUs);| Name | Type | Default |
|---|---|---|
attackUs | float | — |
SetGainvoid
public void SetGain(float gain);| Name | Type | Default |
|---|---|---|
gain | float | — |
SetMixvoid
public void SetMix(float mix);| Name | Type | Default |
|---|---|---|
mix | float | — |
SetRatiovoid
public void SetRatio(float ratio);| Name | Type | Default |
|---|---|---|
ratio | float | — |
SetReleaseMsvoid
public void SetReleaseMs(float releaseMs);| Name | Type | Default |
|---|---|---|
releaseMs | float | — |
SetSidechainvoid
public void SetSidechain(StringName sidechain);| Name | Type | Default |
|---|---|---|
sidechain | StringName | — |
SetThresholdvoid
public void SetThreshold(float threshold);| Name | Type | Default |
|---|---|---|
threshold | float | — |