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Audio effect nodes

Audio effect nodes process live PCM audio in the graph — gain, EQ, dynamics, filters, delay, reverb, and stereo widening. They sit on the yellow audio stream between a source (clip audio or Mic Input) and wherever that sound is headed (Audio Output, Audio Mixer, or a shader's audio-in).

Effects run in real time through FFmpeg's audio filter engine at 44.1 kHz stereo float. Chain as many nodes as you need; audio passes through them in wire order, upstream → downstream.

Adding an effect

Right‑click the empty canvas → Add Audio Effect Node → pick an effect:

  • Gain
  • High-Pass Filter
  • Low-Pass Filter
  • 3-Band EQ
  • Compressor
  • Limiter
  • Noise Gate
  • Delay / Echo
  • Reverb
  • Stereo Widen

Ports and wiring

Each audio effect node has:

  • one yellow input on the left (Audio In)
  • one yellow output on the right (Audio Out)

Valid connections use the same yellow wires as clip audio:

Clip audio port → Audio FX → Audio FX → Audio Output (device port)
Mic Input → Audio FX → Audio Mixer

You can insert effects anywhere on an audio stream before it reaches an Audio Output device port, Audio Mixer, or shader audio-in port. Wire out → in to chain multiple effects.

Editing an effect

Click the Edit button on the node (or right‑click → Edit …) to open its settings dialog.

Every effect uses dial + LCD readout controls:

  • Single‑knob effects (Gain, High/Low Pass, Stereo Widen) show one large dial with a numeric LCD above it.
  • Multi‑parameter effects show a row (or grid) of smaller labelled dials, each with its own LCD.

While the dialog is open, changes preview live on the running audio stream. Click OK to keep the settings, or Cancel to revert to what you had before opening the dialog.

Each effect also has a Bypass checkbox. When bypassed, that node is skipped when the filter chain is built — useful for A/B comparisons without deleting the node.

The node's face shows a short summary of the current settings (for example 80 Hz on a high-pass, or L0 M+3 H-2 on the EQ).

Available effects

Gain

Adjust overall level.

ControlRangeNotes
Gain−24 to +24 dB0.5 dB steps

High-Pass Filter

Removes low frequencies below the cutoff — useful for rumble, mic handling noise, or tightening a mix.

ControlRangeNotes
Cutoff20 Hz – 20 kHzLog-scaled dial for precise low-end control

Low-Pass Filter

Removes high frequencies above the cutoff — softens harsh sources or creates a "distant" sound.

ControlRangeNotes
Cutoff20 Hz – 20 kHzLog-scaled dial

3-Band EQ

Three fixed bands applied in series:

BandFrequencyControlRange
Low120 HzGain−12 to +12 dB
Mid1 kHzGain−12 to +12 dB
High8 kHzGain−12 to +12 dB

Compressor

Reduces dynamic range — loud parts are pulled down relative to quiet parts.

ControlRangeNotes
Threshold−40 to 0 dBLevel where compression begins
Ratio1:1 to 20:1Amount of gain reduction
Attack1–200 msHow fast the compressor reacts
Release10–2000 msHow fast gain recovers

Limiter

A brick-wall style ceiling to prevent clipping on the output.

ControlRangeNotes
Ceiling0.50 – 1.00Maximum output level
Attack1–50 ms
Release10–500 ms

Noise Gate

Silences the signal when it falls below a threshold — cuts room noise between spoken phrases.

ControlRangeNotes
Threshold−60 to 0 dB
Ratio1:1 to 10:1
Attack1–200 ms
Release10–2000 ms

Delay / Echo

Single-tap echo with feedback and wet/dry mix.

ControlRangeNotes
Delay20–2000 msEcho time
Feedback0.00–0.95How much echo feeds back
Mix0.00–1.00Wet vs dry balance

Reverb

A short multi-tap ambience built from staggered echoes (not a full algorithmic reverb, but good for room sense on speech and music).

ControlRangeNotes
Room0.00–1.00Perceived space size
Mix0.00–1.00Wet vs dry balance

Stereo Widen

Expands or narrows the stereo image.

ControlRangeNotes
Width0.5× – 4.0×1.0 = unchanged; higher = wider

Example chains

Polish a clip before the PA:

Media File (audio port) → High-Pass → Compressor → Gain → Audio Output

Commentary mic with gate and limiter:

Mic Input → Noise Gate → Compressor → Limiter → Audio Output

Music bed with space:

Media File (audio port) → Low-Pass → Reverb → Audio Output

Reactive shader driven from a shaped feed:

Media File (audio port) → High-Pass → Compressor → Shader audio-in

Tips

  • Put filters and EQ before dynamics (compressor/limiter/gate) so the detector sees a cleaned-up signal.
  • Use Bypass on individual nodes to compare before/after without rewiring.
  • Heavy chains (multiple dynamics + delay/reverb) add latency inside the filter graph; keep an eye on lip-sync if the same source is also on video — adjust Audio Delay on the clip if needed (see Audio nodes).
  • Effect settings are saved with your session graph and restored on load.