SoundNodes are the objects which create and modify all audio in the Zilch Engine. If you are new to SoundNodes and the SoundNode graph, be sure to read the overview page first.
Generating Audio
GeneratedWaveNode
Creates audio at a specified pitch using generated audio waves.
AdditiveSynthNode
Plays notes at specified pitches using additive synthesis.
CustomAudioNode
Allows the user to pass buffers of audio data directly to the audio engine for output.
Volume and Pitch Modifications
VolumeNode
Changes the volume of the audio provided by its inputs.
Panning Node
Changes the volume of the left and right channels of the audio provided by its inputs separately.
PitchNode
Changes the pitch of the audio provided by its inputs.
EqualizerNode
Changes the volume of the audio provided by its inputs in certain frequency ranges.
CompressorNode
Applies a compressor filter to the audio provided by its inputs.
ExpanderNode
Applies an expander filter to the audio provided by its inputs.
Audio Effect Filters
ReverbNode
Applies a simple reverb filter to the audio provided by its inputs.
LowPassNode
Applies a low pass filter to the audio provided by its inputs (removes high frequencies).
HighPassNode
Applies a high pass filter to the audio provided by its inputs (removes low frequencies).
BandPassNode
Applies a band pass filter to the audio provided by its inputs (removes frequencies higher and lower than the band).
DelayNode
Applies a delay filter to the audio provided by its inputs.
ChorusNode
Applies a chorus filter to the audio provided by its inputs.
FlangerNode
Applies a flanger filter to the audio provided by its inputs.
AddNoiseNode
Adds white noise to the audio provided by its inputs.
ModulationNode
Applies either ring modulation or amplitude modulation to the audio provided by its inputs.
Recording Audio
RecordingNode
Saves all audio produced by its inputs to a WAV file.