Guides

Task oriented guides, from making a first sound to scoring a video and building game audio.

On this page
GuideYou want to
Synthesis and effectsMake sounds from nothing: oscillators, noise, drums, filters, echo and reverb
Timeline mixingArrange sounds on a beat grid, pump a bass to the kick, duck music under a voice
Trailers and videoScore a video: fit music to its length, add a voice-over and captions, master, put the sound on the picture
Loudness and masteringMeasure loudness and deliver to streaming, podcast or broadcast levels
Time and pitchMake music longer or shorter without changing its pitch, or change pitch without changing length
Speech and subtitlesSpeak text with open license voices, control the pace, and write captions timed to the words
Game audioPlay many sounds in real time, loop music, vary effects, and export audio sprites
AnalysisFind the tempo and beats, look at the spectrum, find silence
Formats and FFmpegRead and write WAV, MP3, FLAC, OGG, Opus and AAC, and read the audio of a video
StorageSee and clear what the module downloaded, and move it
The explorerPlay every example in the browser

The function reference and the command line reference list every function and command.

Things that apply everywhere

Audio buffers. Sound is held in a buffer: channels, a sample rate and floating point samples. Every function that changes audio returns a new buffer. A buffer has getChannels(), getFrames(), getSampleRate(), getDurationSeconds(), getPeak(), getRms() and copy().

Repeatable. Noise and every random choice take a seed, and the same seed gives the same sound on any machine.

Arguments. BoxLang does not allow positional and named arguments in the same call. Use all positional, audioPump( t, "music", times, -4, 0.1 ), or all named, audioAdd( timeline=t, sound=kick, at=0, track="drums" ).

Decibels. Gains, thresholds and ceilings are in dB, with 0 dB the loudest a file can hold ("full scale"). Loudness is in LUFS, the unit streaming services and broadcasters measure.

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