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7.2 Add an FX

Davide Magni edited this page Sep 1, 2016 · 1 revision

send_fx

Add an Effect in a selected Instrument Send FX slot.

send_fx(<fx_type>, <slot>)

  • fx_type Use one of the constants declared under $ENGINE_PAR_SEND_EFFECT_TYPE section in KSP Reference Manual.
  • slot FX slot to insert the Effect in. Slots are zero-based, so this will be a number from 0 to 7.

bus_fx

Add an Effect in a selected Bus Insert FX slot.

bus_fx(<fx_type>, <fx_subtype>, <slot>, <bus>)

  • fx_type Use one of the constants declared under $ENGINE_PAR_EFFECT_TYPE section in KSP Reference Manual.
  • fx_subtype Some Effects, such as Filters, require a Subtype to be specified. If the effect you are dealing with requires a Subtype, just write here the specific constant (please refer to KSP Reference Manual for all the available constants). If the Effect does not require any Subtype, use the constant NONE.
  • slot FX slot to insert the Effect in. Slots are zero-based, so this will be a number from 0 to 7.
  • bus Zero-based index of the Bus to add the Effect to. KSP constant NI_BUS_OFFSET is not required!

insert_fx

Add an Effect in a selected Instrument Insert FX slot.

insert_fx(<fx_type>, <fx_subtype>, <slot>)

  • fx_type Use one of the constants declared under $ENGINE_PAR_EFFECT_TYPE section in KSP Reference Manual.
  • fx_subtype Some Effects, such as Filters, require a Subtype to be specified. If the effect you are dealing with requires a Subtype, just write here the specific constant (please refer to KSP Reference Manual for all the available constants). If the Effect does not require any Subtype, use the constant NONE.
  • slot FX slot to insert the Effect in. Slots are zero-based, so this will be a number from 0 to 7.

group_fx

Add an Effect in a selected Instrument Group FX slot.

group_fx(<fx_type>, <fx_subtype>, <slot>, <group>)

  • fx_type Use one of the constants declared under $ENGINE_PAR_EFFECT_TYPE section in KSP Reference Manual.
  • fx_subtype Some Effects, such as Filters, require a Subtype to be specified. If the effect you are dealing with requires a Subtype, just write here the specific constant (please refer to KSP Reference Manual for all the available constants). If the Effect does not require any Subtype, use the constant NONE.
  • slot FX slot to insert the Effect in. Slots are zero-based, so this will be a number from 0 to 7.
  • group ID of the Group to add the Effect to.

List of ENGINE_PAR_SEND_EFFECT_TYPE constants

  • EFFECT_TYPE_PHASER
  • EFFECT_TYPE_CHORUS
  • EFFECT_TYPE_FLANGER
  • EFFECT_TYPE_REVERB
  • EFFECT_TYPE_DELAY
  • EFFECT_TYPE_IRC {Convolution}
  • EFFECT_TYPE_GAINER
  • EFFECT_TYPE_NONE {empty slot}

List of ENGINE_PAR_EFFECT_TYPE constants

  • EFFECT_TYPE_FILTER
  • EFFECT_TYPE_COMPRESSOR
  • EFFECT_TYPE_LIMITER
  • EFFECT_TYPE_INVERTER
  • EFFECT_TYPE_SURROUND_PANNER
  • EFFECT_TYPE_SHAPER {Saturation}
  • EFFECT_TYPE_LOFI
  • EFFECT_TYPE_STEREO {Stereo Modeller}
  • EFFECT_TYPE_DISTORTION
  • EFFECT_TYPE_SEND_LEVELS
  • EFFECT_TYPE_PHASER
  • EFFECT_TYPE_CHORUS
  • EFFECT_TYPE_FLANGER
  • EFFECT_TYPE_REVERB
  • EFFECT_TYPE_DELAY
  • EFFECT_TYPE_IRC {Convolution}
  • EFFECT_TYPE_GAINER
  • EFFECT_TYPE_SKREAMER
  • EFFECT_TYPE_ROTATOR
  • EFFECT_TYPE_TWANG
  • EFFECT_TYPE_CABINET
  • EFFECT_TYPE_AET_FILTER
  • EFFECT_TYPE_TRANS_MASTER
  • EFFECT_TYPE_BUS_COMP
  • EFFECT_TYPE_TAPE_SAT
  • EFFECT_TYPE_SOLID_GEQ
  • EFFECT_TYPE_JUMP
  • EFFECT_TYPE_FB_COMP
  • EFFECT_TYPE_NONE {empty slot}
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