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Audio Context

Create procedural audio.

Authors and contributors to this community extension: aliustaoglu.

Warning

This is an extension made by a community member — but not reviewed by the GDevelop extension team. As such, we can't guarantee it meets all the quality standards of official extensions. In case of doubt, contact the author to know more about what the extension does or inspect its content before using it.


This extension enables you to create your own sounds in real time without using any wav, mp3 or ogg files. It procedurally creates sounds using the Web Audio API and AudioContext.

The Web Audio API provides a powerful and versatile system for controlling audio on the Web, allowing developers to choose audio sources, add effects to audio, create audio visualizations, apply spatial effects (such as panning) and much more.

This extension can easily create chiptunes.

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Tip

Learn how to install new extensions by following a step-by-step guide.

Actions

Add detune to a synth
Add detune on top of the main frequency to get cool synth effects.

Add multiple detunes to a synth
Add comma separated detune values to a synth.

Add/update filter
Add or update biquad filter.

Create chord
Create a new chord.

Create an Audio Context
Create a new audio context (In most cases you only need one context and reuse it with the name).

Create/update synth
Create or update synth with attack, decay, sustain, release gain and apply filters.

Play chord
Play an existing chord on a synth.

Play note
Play a note a synth you've created before.

Conditions

Context exists
Check if the context already created.

Expressions

Expression Description
AudioContext::ChordNameByIndex(number) Get chord name by index.
number Chord index
AudioContext::NumberOfChords() Number of chords (For looping).

This page is an auto-generated reference page about the Audio Context extension, made by the community of GDevelop, the open-source, cross-platform game engine designed for everyone. Learn more about all GDevelop community-made extensions here.