AudioEcho¶
Not yet Class
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¶
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.