Game Development Reference
The Delay Effect
The Delay effect is a little more complex than what we've
looked at so far. The Delay effect creates a repeat of the audio in
an audio layer. This effect is useful for creating echoes or for cre-
ating the illusion that audio was recorded in a large, cavernous
environment. For a slight audio delay, as if you were talking in a
large cathedral for example, it's probably better to use the Reverb
effect, discussed later in this chapter.
The Delay Time value determines (in milliseconds) how long
the delay is from the original signal. The Delay Amount value
determines how loud the fi rst echo is compared with the origi-
nal signal. The default value of 50% creates an echo that starts off
being half as loud as the original audio. Increasing the Feedback
property allows some of the echoes to create more echoes. If
this get too chaotic, you can reduce this value to create a cleaner
The Flange & Chorus Effect
Flange and chorus are two effects common in the audio world.
Although they are different effects, they are created in a similar
manner, and so we have access to them both in the Flange &
Chorus effect. Both effects are created by creating a slight delay in
the audio signal and duplicating that delay several times. These
echoes are referred to as “voices” in this effect.
Flange effects are created by modulating (adjusting) the echo,
which usually results in a warbled effect, as if you were a cartoon
character saying something underwater. The warbled echo can
also be slow and smoother, like the bridge on the Lenny Kravitz
song, Are You Gonna Go My Way. Chorus is usually a more subtle
effect, with the delay only slightly out of phase (usually), which
sounds like the audio is being created by multiple sources. You
can hear a similar effect in the vocals of songs by The Ramones.
The Voice Separation Time value determines the delay between
echoes. Use the Voices value to determine how many echoes are
created. The Modulation Rate parameter controls the speed of
the warble, while the Modulation Depth controls how much war-
bling is happening.
If you wanted to create a fl ange effect with a quick warble (like
you were underwater or gargling), try taking up the Modulation
Rate value to something like 2 (which creates a faster modulation
or warble), and increase the Modulation Depth value to about
65% (which creates a more intense modulation). To slow the
modulation, reduce the Modulation Rate property.
If you wanted to create a chorus-type effect, the fi rst step is
to increase the Voices parameter, and then to enable the Stereo