@@ -51,7 +51,7 @@ Audio buses
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5252Audio buses can be found in the bottom panel of the Godot editor:
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54- .. image :: img/audio_buses1.png
54+ .. image :: img/audio_buses1.webp
5555
5656An *audio bus * (also called an *audio channel *) can be considered a place that
5757audio is channeled through on the way to playback through a device's speakers.
@@ -67,7 +67,7 @@ the left. The destination bus can be specified for each of the non-master audio
6767buses. Routing always passes audio from buses on the right to buses further
6868to the left. This avoids infinite routing loops.
6969
70- .. image :: img/audio_buses2.png
70+ .. image :: img/audio_buses2.webp
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7272In the above image, the output of *Bus 2 * has been routed to the *Master * bus.
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@@ -77,7 +77,7 @@ Playback of audio through a bus
7777To test passing audio to a bus, create an AudioStreamPlayer node, load an
7878AudioStream and select a target bus for playback:
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80- .. image :: img/audio_buses3.png
80+ .. image :: img/audio_buses3.webp
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8282Finally, toggle the **Playing ** property to **On ** and sound will flow.
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@@ -112,7 +112,7 @@ There is no need to disable buses manually when not in use. Godot detects
112112that the bus has been silent for a few seconds and disables it (including
113113all effects).
114114
115- .. figure :: img/audio_buses5.png
115+ .. figure :: img/audio_buses5.webp
116116
117117 Disabled buses have a blue VU meter instead of a red-green one.
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