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content/en-us/audio/effects.md

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@@ -29,171 +29,192 @@ Each audio effect you apply has additional properties you can adjust until you a
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### Equalizer
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The `Class.AudioEqualizer` allows for control of the volume of various frequency ranges. This audio effect is useful to highlight or minimize particular elements of audio, such as muffling all audio in your experience when a player goes underwater.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/equalizer.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with equalizer</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioEqualizer` allows for control of the volume of various frequency ranges. This audio effect is useful to highlight or minimize particular elements of audio, such as muffling all audio in your experience when a player goes underwater.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioEqualizer` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioEqualizer` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/equalizer.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Compressor
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The `Class.AudioCompressor` reduces the dynamic range of audio by lowering the volume of the highest parts of a source while at the same time raising the overall volume. This audio effect is useful to set a consistent volume for players to hear even if you record audio while whispering or speaking loudly. You can also use this dynamic effect to prioritize audio streams over another through the process of ducking.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/compressor.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with compressor</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioCompressor` reduces the dynamic range of audio by lowering the volume of the highest parts of a source while at the same time raising the overall volume. This audio effect is useful to set a consistent volume for players to hear even if you record audio while whispering or speaking loudly. You can also use this dynamic effect to prioritize audio streams over another through the process of ducking.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioCompressor` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioCompressor` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/compressor.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Reverb
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The `Class.AudioReverb` simulates the effect of sounds bouncing off of several surfaces. This audio effect is useful to simulate more realistic reflections of sounds in interior spaces, such as bouncing a basketball inside a gymnasium, or playing rock music in a stadium.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/reverb.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with reverb</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioReverb` simulates the effect of sounds bouncing off of several surfaces. This audio effect is useful to simulate more realistic reflections of sounds in interior spaces, such as bouncing a basketball inside a gymnasium, or playing rock music in a stadium.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioReverb` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioReverb` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/reverb.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Chorus
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The `Class.AudioChorus` simulates the effect of multiple vocals or instruments playing simultaneously by taking the original sound and overlaying copies, each with slight variations in pitch. This audio effect is useful for simulating a robotic or futuristic quality to your audio.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/chorus.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with chorus</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioChorus` simulates the effect of multiple vocals or instruments playing simultaneously by taking the original sound and overlaying copies, each with slight variations in pitch. This audio effect is useful for simulating a robotic or futuristic quality to your audio.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioChorus` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioChorus` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/chorus.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Distortion
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The `Class.AudioDistortion` simulates the effect that would occur when overdriving older style audio equipment. This audio effect causes clipping in the sound and adds a general "fuzziness", which is useful for either adding intensity and character to musical instruments.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/distortion.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with distortion</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioDistortion` simulates the effect that would occur when overdriving older style audio equipment. This audio effect causes clipping in the sound and adds a general "fuzziness," which is useful for either adding intensity and character to musical instruments.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioDistortion` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioDistortion` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/distortion.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Echo
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The `Class.AudioEcho` causes a sound to repeat on a delay with diminishing volume, simulating the real effect of an echo that bounces off of hard surfaces, such as walls and caves.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/echo.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with echo</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioEcho` causes a sound to repeat on a delay with diminishing volume, simulating the real effect of an echo that bounces off of hard surfaces, such as walls and caves.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioEcho` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioEcho` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/echo.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Flanger
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The `Class.AudioFlanger` creates a sweeping or whooshing effect by copying the original audio signal and playing it slightly offset and modulated on top of the original. This audio effect is useful for adding strange, otherworldly digital quality to your audio. For example, you can use it on an air conditioner recording to make a sci-fi spaceship engine rumble.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/flange.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with flange</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioFlanger` creates a sweeping or whooshing effect by copying the original audio signal and playing it slightly offset and modulated on top of the original. This audio effect is useful for adding strange, otherworldly digital quality to your audio. For example, you can use it on an air conditioner recording to make a scifi spaceship engine rumble.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioFlanger` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioFlanger` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/flange.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Pitch Shift
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The `Class.AudioPitchShifter` raises or lowers pitch without changing the playback speed. This audio effect is useful for changing the scale of your sounds. You can use it to make small sounds feel huge by pitching them down or conversely pitch sounds up to make an explosion sound more like a balloon pop.
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<table>
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<tbody>
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<tr>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio></td>
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<td><audio controls>
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<source src="../assets/audio/dynamic-effects/pitch-shift.mp3" type="audio/mpeg"></source>
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</audio></td>
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</tr>
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<tr>
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<td>Audio without effect</td>
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<td>Audio with pitch shift</td>
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</tr>
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</tbody>
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</table>
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`Class.AudioPitchShifter` raises or lowers pitch without changing the playback speed. This audio effect is useful for changing the scale of your sounds. You can use it to make small sounds feel huge by pitching them down or conversely pitch sounds up to make an explosion sound more like a balloon pop.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioPitchShifter` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioPitchShifter` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/pitch-shift.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Tremolo
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`Class.AudioTremolo` creates a trembling effect on a sound by varying its volume up and down. This dynamic effect is useful to transform instrument sounds into a wavy, dreamlike quality, or to create swells and dips in weather‑related audio.
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<GridContainer numColumns="2">
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<figure>
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<figcaption>Without `Class.AudioTremolo` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/no-effect.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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<figure>
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<figcaption>With `Class.AudioTremolo` effect</figcaption>
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<br />
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<audio controls>
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<source src="../assets/audio/dynamic-effects/tremolo.mp3" type="audio/mpeg"></source>
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</audio>
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</figure>
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</GridContainer>
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### Fader
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content/en-us/creator-rewards.md

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enrollment is required.
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- To qualify for Audience Expansion Rewards, creators must have an ID-verified account in good
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standing and a valid DevEx account. You can check your eligibility in the [Creator Dashboard](https://create.roblox.com/settings/eligibility/creator-rewards).
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- If the experience is owned by a community, then a community member with the permission to configure group revenue must have an ID-verified account in good standing and a valid DevEx account.
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- Members of our Video Stars program can earn both Daily Engagement and Audience Expansion rewards.
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### What terms apply to Creator Rewards?
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