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
- Input:
in— any audio (a generated voice, an uploaded clip, or a separated stem). - Output:
audio— the processed audio (URL), connectable to any audio input (Merge Video & Audio, Voice Changer, Mix Audio, etc.).
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
- For dialogue indoors, Room with mix ~25–35 is usually enough — too much reverb muddies speech.
- Match the reverb to the shot: Church/Cave for big stone spaces, Car for interiors, Outdoor for exteriors (keep it subtle).
- Apply FX before Merge Video & Audio so the placed voice is what lands on the video.