Audio FX

Apply creative audio effects — scenario reverbs, telephone/megaphone, echo, or custom delay+EQ (FFmpeg).

Overview

The Audio FX node (internally audio-fx) processes an audio clip with a chosen effect, using FFmpeg. Its primary use is placing a dry voice into a scene — a flat ElevenLabs/TTS voice dropped onto a video sounds “outside” the picture; a room reverb makes it read as recorded in that space. It also covers character effects (telephone, megaphone) and a Custom mode for manual delay + EQ.

It pairs naturally with Text to Speech → Audio FX (Room) → Merge Video & Audio, and with Audio Separation (apply FX to a single separated stem).

Configuration

Field Type Default Description
Label string "Audio FX" Display name on the canvas
Effect preset room Which effect to apply (see Presets)
Wet / Dry mix 0–100 per-preset Reverb presets only — higher = more room, less direct voice
Delay (ms) / Decay numbers 250 / 0.4 Echo + Custom
EQ Low / High (dB) -20..20 0 Custom only

Presets

Scenario reverbs (convolution; place the voice in a space):

Preset Space
Room (indoor) ordinary room — dialogue
Bathroom small, bright, tiled
Car interior tight, damped cabin
Hall / Lobby medium room
Concert Hall large, lush tail
Church cathedral — long, dark
Cave dark, diffuse
Arena / Stadium huge, bright PA tail
Outdoor (open air) almost dry, faint reflections

Character / time: Telephone (band-limited line), Megaphone / PA (mid-forward + grit), Echo / Slap-back (delay), Custom (delay + EQ).

Inputs & Outputs

Credits

Flat 2 credits per run (FFmpeg processing, no provider markup).

Reverb presets calibrate their level against the rendering engine at run time. If that calibration cannot complete safely, the run fails and the credits are refunded — the node never renders a reverb at a guessed level. A transient failure succeeds on retry; if the same run keeps failing with a calibration error, report it rather than retrying further.

Best Practices