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Audio

Audio FX

Put a voice in a room, a car or a church with a reverb, or add a telephone, megaphone or echo effect. A flat 20 credits per run, plus custom delay and EQ.

The Audio FX node puts an effect on an audio clip. It adds a reverb that places a voice in a space, a telephone or megaphone sound, an echo, or a custom delay and EQ. Its main use is to place a dry voice in a scene. A clean Text to Speech voice over a video can sound as if it was recorded somewhere else. A room reverb makes it sound recorded in that space.

When to use it

  • Make a generated voiceover sound as if it was recorded in the room on screen.
  • Make a line sound like a phone call or a public address announcement.
  • Add an echo or a slap-back to a voice.
  • Add an effect to a single stem from Audio Separation.

Quick start

Add the node

Press Tab on the canvas and choose Audio › Edit Audio › Audio FX.

Wire the audio

Wire an audio node into the Audio input: a generated voice, an upload or a separated stem.

Choose the effect

Open the settings panel and choose an Effect. The default is Room (indoor). For a reverb, set the Wet / Dry mix.

Run it

Click Run on the node. The processed audio appears on the node with a player.

audioaudiovideoText to SpeechDry voiceAudio FXRoom, mix 30Generate VideoKitchen sceneMerge Video & Audio
A dry generated voice gets a room reverb, so it sounds recorded in the scene it is merged onto.

Input and output

InputAcceptsWhat it does
AudioAudio nodes, such as Text to Speech, Upload Audio and Audio SeparationThe audio to process.

The output, Audio, is the processed audio. It connects to any audio input, such as Merge Video & Audio, Voice Changer or Mix Audio.

Settings

SettingWhat it does
EffectThe effect to apply. The default is Room (indoor).
Wet / Dry mixReverb effects only. From 0 to 100. Higher means more room and less direct voice. Each reverb has its own default.
Delay (ms)Echo and Custom only. From 20 to 2,000. The default is 250.
DecayEcho and Custom only. From 0.1 to 0.9. The default is 0.4. Higher gives more repeats.
EQ Low (dB) and EQ High (dB)Custom only. From -20 to 20. The default is 0.

Every effect

Reverb spaces place the voice in a space:

EffectSpace
Room (indoor)An ordinary room. For dialogue.
BathroomSmall, bright and tiled.
Car interiorA tight, damped cabin.
Hall / LobbyA medium-sized room.
Concert HallA large space with a lush tail.
ChurchA cathedral: long and dark.
CaveDark and diffuse.
Arena / StadiumA huge space with a bright public address tail.
Outdoor (open air)Almost dry, with faint reflections.

Character effects change the sound itself:

EffectSound
TelephoneA band-limited phone line.
Megaphone / PAA mid-forward sound with some grit.
Echo / Slap-backA distinct repeat of the sound.
CustomYour own delay and EQ.

Credits

Audio FX costs a flat 20 credits per run.

Reverb effects calibrate their level when the node runs. If the calibration cannot complete safely, the run fails and the credits are refunded: the node never renders a reverb at a guessed level. A passing failure succeeds on a retry. If the same run keeps failing with a calibration error, report it instead of retrying.

Tips

  • Keep dialogue reverb light. For dialogue indoors, Room (indoor) with a mix of about 25 to 35 is usually enough. Too much reverb makes speech muddy.
  • Match the reverb to the shot. Use Church or Cave for big stone spaces, Car interior for car interiors and Outdoor (open air) for exteriors, kept subtle.
  • Apply effects before the merge. Put Audio FX in front of Merge Video & Audio, so that the placed voice is what lands on the video.
  • Several voices at once. Voice Changer Pro has the same effects built in, applied to the new voices before the background music is mixed back.

From the API

POST /v1/audio-fx takes audioUrl and the optional preset, mix, delayMs, decay, eqLow and eqHigh. The MCP tool is apply_audio_fx. See Voice and media.

Frequently asked questions

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