user: Describe Aud from the Blender manual or Python API, including usage steps and snippets.

assistant:  value. arthreshold ( float ) – The attack/release threshold value. Returns : The created Sound object. Return type : Sound fadein ( start , length ) ¶ Fades a sound in by raising the volume linearly in the given time interval. Parameters : start ( float ) – Time in seconds when the fading should start. length ( float ) – Time in seconds how long the fading should last. Returns : The created Sound object. Return type : Sound Note Before the fade starts it plays silence. fadeout ( start , length ) ¶ Fades a sound in by lowering the volume linearly in the given time interval. Parameters : start ( float ) – Time in seconds when the fading should start. length ( float ) – Time in seconds how long the fading should last. Returns : The created Sound object. Return type : Sound Note After the fade this sound plays silence, so that the length of the sound is not altered. filter ( b , a = (1,) ) ¶ Filters a sound with the supplied IIR filter coefficients. Without the second parameter you’ll get a FIR filter. If the first value of the a sequence is 0, it will be set to 1 automatically. If the first value of the a sequence is neither 0 nor 1, all filter coefficients will be scaled by this value so that it is 1 in the end, you don’t have to scale yourself. Parameters : b ( sequence of float ) – The nominator filter coefficients. a ( sequence of float ) – The denominator filter coefficients. Returns : The created Sound object. Return type : Sound highpass ( frequency , Q = 0.5 ) ¶ Creates a second order highpass filter based on the transfer function \(H(s) = s^2 / (s^2 + s/Q + 1)\) Parameters : frequency ( float ) – The cut off trequency of the highpass. Q ( float ) – Q factor of the lowpass. Returns : The created Sound object. Return type : Sound join ( sound ) ¶ Plays two factories in sequence. Parameters : sound ( Sound ) – The sound to play second. Returns : The created Sound object. Return type : Sound Note The two factories have to have the same specifications (channels and samplerate). limit ( start , end ) ¶ Limits a sound within a specific start and end time. Parameters : start ( float ) – Start time in seconds. end ( float ) – End time in seconds. Returns : The created Sound object. Return type : Sound loop ( count ) ¶ Loops a sound. Parameters : count ( integer ) – How often the sound should be looped. Negative values mean endlessly. Returns : The created Sound object. Return type : Sound Note This is a filter function, you might consider using Handle.loop_count instead. lowpass ( frequency , Q = 0.5 ) ¶ Creates a second order lowpass filter based on the transfer function \(H(s) = 1 / (s^2 + s/Q + 1)\) Parameters : frequency ( float ) – The cut off trequency of the lowpass. Q ( float ) – Q factor of the lowpass. Returns : The created Sound object. Return type : Sound mix ( sound ) ¶ Mixes two factories. Parameters : sound ( Sound ) – The sound to mix over the other. Returns : The created Sound object. Return type : Sound Note The two factories have to have the same specifications (channels and samplerate). modulate ( sound ) ¶ Modulates two factories. Parameters : sound ( Sound ) – The sound to modulate over the other. Returns : The created Sound object. Return type : Sound Note The two factories have to have the same specifications (channels and samplerate). mutable ( ) ¶ Creates a sound that will be restarted when sought backwards. If the original sound is a sound list, the playing sound can change. Returns : The created Sound object. Return type : Sound pingpong ( ) ¶ Plays a sound forward and then backward. This is like joining a sound with its reverse. Returns : The created Sound object. Return type : Sound pitch ( factor ) ¶ Changes the pitch of a sound with a specific factor. Parameters : factor ( float ) – The factor to change the pitch with. Returns : The created Sound object. Return type : Sound Note This is done by changing the sample rate of the underlying sound, which has to be an integer, so the factor value rounded and the factor may not be 100 % accurate. Note This is a filter function, you might consider using Handle.pitch instead. rechannel ( channels ) ¶ Rechannels the sound. Parameters : channels ( int ) – The new channel configuration. Returns : The created Sound object. Return type : Sound resample ( rate , quality ) ¶ Resamples the sound. Parameters : rate ( double ) – The new sample rate. quality ( int ) – Resampler performance vs quality choice (0=fastest, 3=slowest). Returns : The created Sound object. Return type : Sound reverse ( ) ¶ Plays a sound reversed. Returns : The created Sound object. Return type : Sound Note The sound has to have a finite length and has to be seekable. It’s recommended to use this only with factories with fast and accurate seeking, which is not true for encoded audio files, such ones should be buffered using cache() before being played reversed. Warning If seeking is not accurate in the underlying sound you’ll likely hear skips/jumps/cracks. sum ( ) ¶ Sums the samples of a sound. Returns : The created Sound object. Return type : Sound threshold ( threshold = 0 ) ¶ Makes a threshold wave out of an audio wave by setting all samples with a amplitude >= threshold to 1, all Parameters : threshold ( float ) – Threshold value over which an amplitude counts non-zero. Returns : The created Sound object. Return type : Sound timeStretchPitchScale ( time_stretch , pitch_scale , quality , preserve_formant ) ¶ Applies time-stretching and pitch-scaling to the sound. Parameters : time_stretch ( float ) – The factor by which to stretch or compress time. pitch_scale ( float ) – The factor by which to adjust the pitch. quality ( int ) – Rubberband stretcher quality (STRETCHER_QUALITY_*). preserve_formant ( bool ) – Whether to preserve the vocal formants during pitch-shifting. Returns : The created Sound object. Return type : Sound volume ( volume ) ¶ Changes the volume of a sound. Parameters : volume ( float ) – The new volume.. Returns : The created Sound object. Return type : Sound Note Should be in the range [0, 1] to avoid clipping. Note This is a filter function, you might consider using Handle.volume instead. write ( filename , rate , channels , format , container , codec , bitrate , buffersize ) ¶ Writes the sound to a file. Parameters : filename ( string ) – The path to write to. rate ( int ) – The sample rate to write with. channels ( int ) – The number of channels to write with. format ( int ) – The sample format to write with. container ( int ) – The container format for the file. codec ( int ) – The codec to use in the file. bitrate ( int ) – The bitrate to write with. buffersize ( int ) – The size of the writing buffer. length ¶ The sample specification of the sound as a tuple with rate and channel count. specs ¶ The sample specification of the sound as a tuple with rate and channel count. class aud. Source ¶ The source object represents the source position of a binaural sound. azimuth ¶ The azimuth angle. distance ¶ The distance value. 0 is min, 1 is max. elevation ¶ The elevation angle. class aud. ThreadPool ¶ A ThreadPool is used to parallelize convolution efficiently. class aud. error ¶ Next Additional Math Functions (bl_math) Previous Property Definitions (bpy.props) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page Audio System (aud) Basic Sound Playback AP_LOCATION AP_ORIENTATION AP_PANNING AP_PITCH AP_PITCH_SCALE AP_TIME_STRETCH AP_VOLUME CHANNELS_INVALID CHANNELS_MONO CHANNELS_STEREO CHANNELS_STEREO_LFE CHANNELS_SURROUND4 CHANNELS_SURROUND5 CHANNELS_SURROUND51 CHANNELS_SURROUND61 CHANNELS_SURROUND71 CODEC_AAC CODEC_AC3 CODEC_FLAC CODEC_INVALID CODEC_MP2 CODEC_MP3 CODEC_OPUS CODEC_PCM CODEC_VORBIS CONTAINER_AAC CONTAINER_AC3 CONTAINER_FLAC CONTAINER_INVALID CONTAINER_MATROSKA CONTAINER_MP2 CONTAINER_MP3 CONTAINER_OGG CONTAINER_WAV DISTANCE_MODEL_EXPONENT DISTANCE_MODEL_EXPONENT_CLAMPED DISTANCE_MODEL_INVALID DISTANCE_MODEL_INVERSE DISTANCE_MODEL_INVERSE_CLAMPED DISTANCE_MODEL_LINEAR DISTANCE_MODEL_LINEAR_CLAMPED FORMAT_FLOAT32 FORMAT_FLOAT64 FORMAT_INVALID FORMAT_S16 FORMAT_S24 FORMAT_S32 FORMAT_U8 RATE_11025 RATE_16000 RATE_192000 RATE_22050 RATE_32000 RATE_44100 RATE_48000 RATE_8000 RATE_88200 RATE_96000 RATE_INVALID STATUS_INVALID STATUS_PAUSED STATUS_PLAYING STATUS_STOPPED STRETCHER_QUALITY_CONSISTENT STRETCHER_QUALITY_FAST STRETCHER_QUALITY_HIGH aud.AnimateableProperty aud.AnimateableProperty.read() aud.AnimateableProperty.readSingle() aud.AnimateableProperty.write() aud.AnimateableProperty.writeConstantRange() aud.AnimateableProperty.animated aud.AnimateableProperty.count aud.Device aud.Device.lock() aud.Device.play() aud.Device.stopAll() aud.Device.unlock() aud.Device.channels aud.Device.distance_model aud.Device.doppler_factor aud.Device.format aud.Device.listener_location aud.Device.listener_orientation aud.Device.listener_velocity aud.Device.rate aud.Device.speed_of_sound aud.Device.volume aud.DynamicMusic aud.DynamicMusic.addScene() aud.DynamicMusic.addTransition() aud.DynamicMusic.pause() aud.DynamicMusic.resume() aud.DynamicMusic.stop() aud.DynamicMusic.fadeTime aud.DynamicMusic.position aud.DynamicMusic.scene aud.DynamicMusic.status aud.DynamicMusic.volume aud.HRTF aud.HRTF.loadLeftHrtfSet() aud.HRTF.loadRightHrtfSet() aud.HRTF.addImpulseResponseFromSound() aud.Handle aud.Handle.pause() aud.Handle.resume() aud.Handle.stop() aud.Handle.attenuation aud.Handle.cone_angle_inner aud.Handle.cone_angle_outer aud.Handle.cone_volume_outer aud.Handle.distance_maximum aud.Handle.distance_reference aud.Handle.keep aud.Handle.location aud.Handle.loop_count aud.Handle.orientation aud.Handle.pitch aud.Handle.position aud.Handle.relative aud.Handle.status aud.Handle.velocity aud.Handle.volume aud.Handle.volume_maximum aud.Handle.volume_minimum aud.ImpulseResponse aud.PlaybackManager aud.PlaybackManager.addCategory() aud.PlaybackManager.clean() aud.PlaybackManager.getVolume() aud.PlaybackManager.pause() aud.PlaybackManager.play() aud.PlaybackManager.resume() aud.PlaybackManager.setVolume() aud.PlaybackManager.stop() aud.Sequence aud.Sequence.add() aud.Sequence.remove() aud.Sequence.setAnimationData() aud.Sequence.channels aud.Sequence.distance_model aud.Sequence.doppler_factor aud.Sequence.fps aud.Sequence.muted aud.Sequence.rate aud.Sequence.speed_of_sound aud.SequenceEntry aud.SequenceEntry.move() aud.SequenceEntry.setAnimationData() aud.SequenceEntry.attenuation aud.SequenceEntry.cone_angle_inner aud.SequenceEntry.cone_angle_outer aud.SequenceEntry.cone_volume_outer aud.SequenceEntry.distance_maximum aud.SequenceEntry.distance_reference aud.SequenceEntry.muted aud.SequenceEntry.relative aud.SequenceEntry.sound aud.SequenceEntry.volume_maximum aud.SequenceEntry.volume_minimum aud.Sound aud.Sound.buffer() aud.Sound.file() aud.Sound.list() aud.Sound.sawtooth() aud.Sound.silence() aud.Sound.sine() aud.Sound.square() aud.Sound.triangle() aud.Sound.ADSR() aud.Sound.accumulate() aud.Sound.addSound() aud.Sound.animateableTimeStretchPitchScale() aud.Sound.binaural() aud.Sound.cache() aud.Sound.convolver() aud.Sound.data() aud.Sound.delay() aud.Sound.envelope() aud.Sound.fadein() aud.Sound.fadeout() aud.Sound.filter() aud.Sound.highpass() aud.Sound.join() aud.Sound.limit() aud.Sound.loop() aud.Sound.lowpass() aud.Sound.mix() aud.Sound.modulate() aud.Sound.mutable() aud.Sound.pingpong() aud.Sound.pitch() aud.Sound.rechannel() aud.Sound.resample() aud.Sound.reverse() aud.Sound.sum() aud.Sound.threshold() aud.Sound.timeStretchPitchScale() aud.Sound.volume() aud.Sound.write() aud.Sound.length aud.Sound.specs aud.Source aud.Source.azimuth aud.Source.distance aud.Source.elevation aud.ThreadPool aud.error