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AudioEcho

Not yet Class Audio

Overlays delayed copies of audio streams.

Not implemented yet

This class exists in the current Roblox API but is not implemented in Nova yet. Scripts that reference it will fail at runtime.

0 Nova members · 17 modern Roblox members not implemented yet

Description

AudioEcho overlays delayed copies of audio streams. It provides one Input pin and one Output pin which can be connected to/from by Wires.

Inheritance

Object → Instance → AudioEcho

Properties

Member Signature Summary
Bypass Bypass: bool Whether audio streams are passed-through unaffected by this effect.
DelayTime DelayTime: float The amount of time between echoes.
DryLevel DryLevel: float Gain level determining how loud the original, unaltered audio stream will be.
Feedback Feedback: float How slowly echoes fade away.
RampTime RampTime: float The time taken to interpolate between DelayTime values.
WetLevel WetLevel: float Gain level determining how loud the echoed stream will be.

Methods

Member Signature Summary
GetConnectedWires AudioEcho:GetConnectedWires(pin: string): Instances Returns an array of Wires that are connected to the specified pin.
GetInputPins AudioEcho:GetInputPins(): Array Gets the list of pins that Wire can use in Wire.TargetName to connect to this instance via its [Wire.TargetInstance](Wire.md#targetinsta…
GetOutputPins AudioEcho:GetOutputPins(): Array Gets the list of pins that Wire can use in Wire.SourceName to connect to this instance via its [Wire.SourceInstance](Wire.md#sourceinsta…
Reset AudioEcho:Reset(): null —

Events

Member Signature Summary
WiringChanged WiringChanged(connected: bool, pin: string, wire: Wire, instance: Instance) Fires when another instance is connected to or disconnected from the AudioEcho via a Wire.

Roblox reference: AudioEcho

Generated from Nova's API dump and Roblox creator-docs. Nova-only members come from the engine's reflection metadata.