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Merge pull request #10496 from skyace65/AudioBusImages
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Update audio bus images for Godot 4.3
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mhilbrunner authored Jan 12, 2025
2 parents 80c8eea + 1eed775 commit 5992cc2
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8 changes: 4 additions & 4 deletions tutorials/audio/audio_buses.rst
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Expand Up @@ -51,7 +51,7 @@ Audio buses

Audio buses can be found in the bottom panel of the Godot editor:

.. image:: img/audio_buses1.png
.. image:: img/audio_buses1.webp

An *audio bus* (also called an *audio channel*) can be considered a place that
audio is channeled through on the way to playback through a device's speakers.
Expand All @@ -67,7 +67,7 @@ the left. The destination bus can be specified for each of the non-master audio
buses. Routing always passes audio from buses on the right to buses further
to the left. This avoids infinite routing loops.

.. image:: img/audio_buses2.png
.. image:: img/audio_buses2.webp

In the above image, the output of *Bus 2* has been routed to the *Master* bus.

Expand All @@ -77,7 +77,7 @@ Playback of audio through a bus
To test passing audio to a bus, create an AudioStreamPlayer node, load an
AudioStream and select a target bus for playback:

.. image:: img/audio_buses3.png
.. image:: img/audio_buses3.webp

Finally, toggle the **Playing** property to **On** and sound will flow.

Expand Down Expand Up @@ -112,7 +112,7 @@ There is no need to disable buses manually when not in use. Godot detects
that the bus has been silent for a few seconds and disables it (including
all effects).

.. figure:: img/audio_buses5.png
.. figure:: img/audio_buses5.webp

Disabled buses have a blue VU meter instead of a red-green one.

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