AudioEffectRecord in Godot – Complete Guide

In the world of game development, audio plays a pivotal role in bringing life to your interactive experiences. It can transform a simple sprite into a lively character or a static image into an immersing environment. With Godot 4, the process of integrating sound into your games is more accessible than ever, especially with tools like the AudioEffectRecord class. This handy feature extends the capabilities of your games, allowing you to record audio directly within your creative space. Ready to dip your toes into the world of audio recording in Godot? Let’s unravel the power of AudioEffectRecord together!

What is AudioEffectRecord?
AudioEffectRecord in Godot 4 is essentially an audio effect that enables developers to record the sound from an audio bus within the game engine. This could be any sound, be it in-game effects, music, or voice-over, provided it’s being played through Godot’s audio system. When implemented on the master audio bus, it captures all of Godot’s audio output – a powerful feature for game developers looking to introduce recording mechanics into their game designs.

What is AudioEffectRecord for?
Whether you’re looking to let players record their in-game exploits, create a custom soundboard, or design games with social sharing features, AudioEffectRecord can be the bridge to that goal. By leveraging this tool, you can incorporate recorded audio into gameplay, share user-generated content, or simply enable players to interact with sound in novel ways.

Why Should I Learn About AudioEffectRecord?
Getting to grips with AudioEffectRecord can elevate your understanding of audio manipulation and how it can be harnessed within a game environment. As we delve into its mechanisms, you’ll learn not just about recording audio, but also about managing audio data within Godot, offering you a wider skill set in game audio production. So, let’s set the stage for Godot’s auditory canvas and embark on this journey of sonic exploration!

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Setting Up Your Godot Project for Audio Recording

First, let’s ensure that our Godot project is ready to capture audio. We begin by adding an AudioStreamPlayer node to the scene which will handle the playback of sound.

var player =

We also need an AudioEffectRecord instance attached to the audio bus where we want to record from. We can do this through the Godot editor or programmatically:

var record_effect =
AudioServer.add_bus_effect(AudioServer.get_bus_index("Master"), record_effect)

Note that “Master” is the default audio bus, but you can create and use custom buses.

Starting and Stopping the Recording

To begin recording, we need to call the set_recording_active method on our AudioEffectRecord instance and pass true as the parameter.


Similarly, stopping the recording is as simple as setting it to false.


After the recording stops, the audio data is stored within the AudioEffectRecord instance, allowing us to use it in various ways.

Exporting the Recorded Audio

To save the recorded audio to a file, we can extract the recorded data as an AudioStreamSample. Then we can save this as a .wav file.

var recorded_sample = record_effect.get_recording()

This code will save the audio recording to the user’s persistent data folder, typically used for saving user data and settings.

Playing Back the Recorded Audio

After recording, we can assign the recorded AudioStreamSample to an AudioStreamPlayer node and play it back. = recorded_sample

With this, users can immediately hear their recorded audio, making it satisfying and interactive to use this feature!

Remember, implementing audio recording and playback features can significantly enhance the interactivity of your game, leading to more immersive and engaging player experiences.

Handling Recording Length and Memory Usage

It’s essential to manage the duration of the recording to avoid excessive memory usage. You can specify the maximum length of recording in seconds via the set_max_length method:

record_effect.set_max_length(30) # 30 seconds

Make sure to keep user experience and practical memory management considerations in mind when setting this value!

By providing practical examples like these, we demonstrate the steps needed to integrate these audio features into your Godot projects. Stay tuned for further exploration, where we’ll dive deeper into advanced uses of AudioEffectRecord!

We’ve covered the basics of recording and playing back audio in Godot using AudioEffectRecord. However, you might want to do more with your recordings, like processing or analyzing the audio data in real-time. Here are additional features and code snippets to help you make the most out of the AudioEffectRecord class.

Real-time Audio Processing

If you want to manipulate the audio data while recording, you can set up a stream to process the data in chunks. This could be used for effects like echo, reverb, or custom filters.

func _process_audio_data():
    var rec_data = record_effect.get_recording()
    # Process rec_data here
    # ...

This might be called within your game’s process loop or at a set interval to handle the audio data that has been recorded thus far.

Visualizing Audio Levels

Games often feature visual feedback based on audio, such as a waveform or visualizer. To achieve this, analyze the recorded audio to extract volume levels or waveform data.

func _get_audio_levels():
    var rec_data = record_effect.get_recording()
    # Assume mono for simplicity
    var mix = AudioServer.get_bus_peak_volume_left_db(AudioServer.get_bus_index("Master"), 0)
    return linear2db(mix)

This method gets the current volume level of the left channel of the Master bus. You can use this data to drive visual elements in your game.

Limiting Recording Access

You might not want your game to record audio all the time. Enable recording only when certain conditions are met, such as when a player holds down a button or enters a specific game area.

func _input(event):
    if event is InputEventKey and event.pressed and event.scancode == KEY_R:
    elif event is InputEventKey and !event.pressed and event.scancode == KEY_R:

This code toggles recording on and off when the player presses and releases the ‘R’ key.

Delaying Audio Playback

Sometimes you might want to delay the playback of a recording. You can achieve this by queuing the audio sample.

func _play_with_delay(delay_time):
    yield(get_tree().create_timer(delay_time), "timeout") = record_effect.get_recording()

The above function waits for a specified delay_time (in seconds) before playing back the recording.

Converting Recorded Audio to Different Formats

While Godot currently doesn’t support saving to formats other than .wav inbuilt, you can process the AudioStreamSample data with an external library or server to convert it to other formats like .mp3 or .ogg if needed.

Handling Recorded Data

Godot’s AudioStreamSample holds raw audio data, which you may want to handle for various purposes, such as saving for later use or modifying. Here is how you might access this raw data:

var rec_data = record_effect.get_recording().get_data()
# Here rec_data is a PoolByteArray which you could write to a file, 
# send to a server, or manipulate in some other way.

Understanding how to record and manipulate audio directly within your game engine is incredibly powerful. By learning these techniques, you’re adding a comprehensive array of tools to your game development toolkit. With the examples provided, you should feel confident in implementing a wide range of audio interaction features, making your games all the more dynamic and engaging. Happy coding!

Incorporating more complex audio functionalities enhances the player’s engagement and creates a richer gaming experience. With Godot’s AudioEffectRecord, we can venture beyond the basics into the realms of audio detection, creating interactive soundscapes, and more. Let’s explore further code examples and their applications.

Audio Detection – Trigger Events Based on Sound

You can trigger in-game events based on the audio level. For instance, you can execute a function when the audio level crosses a threshold, simulating audio detection mechanics.

var threshold = -20 # dB
func _process(delta):
    var current_level = _get_audio_levels()
    if current_level > threshold:

Managing Audio Buffers

Advanced uses might require you to manipulate the audio data buffer directly. This can be done by accessing the raw audio data from the AudioStreamSample.

func _modify_buffer():
    var audio_data = record_effect.get_recording().data
    # Modify the buffer
    for i in range(audio_data.size()):
        # Example: simple invert audio wave
        audio_data[i] = 255 - audio_data[i]
    # Apply the modified buffer
    record_effect.get_recording().data = audio_data

This example inverses the audio wave by subtracting each byte value from 255, which can create interesting sound effects or be a building block for more advanced audio processing.

Creating an Interactive Soundscape

Interactivity can also be achieved by using the audio recording as input for in-game elements. Let’s say we want to modify the scale of an object based on the audio level:

var obj = get_node("Object")
func _process(delta):
    var level = _get_audio_levels()
    var scale_factor = clamp(level / 100.0, 0.1, 2.0)
    obj.scale = Vector3(scale_factor, scale_factor, scale_factor)

This example modifies an object’s scale based on the real-time audio level, which may represent how an object reacts to the loudness of the environment.

Syncing Visuals With Recorded Audio

For a rhythmic game, you can sync visuals such as lights or animations with the beats of the recorded audio. You would analyze the audio for beats and use signals or timers to synchronize game events.

func _detect_beats():
    # Beat detection algorithm goes here

func _on_BeatDetected():
    # Sync with visual effects

These examples demonstrate the versatility of the AudioEffectRecord class within Godot and how it can be applied to create multifaceted audio experiences. Embracing these functionalities will not only improve your games but also expand your knowledge and skills within Godot’s ever-evolving landscape.

Embark on Your Game Development Voyage with Zenva

Now that you’ve ventured into the world of audio recording in Godot, your journey into game development is just beginning. Expand your horizons and master the craft of game creation with our comprehensive Godot Game Development Mini-Degree. This program is designed to take you from the fundamentals to creating full-fledged games across different genres – all at your own pace.

Whether you’re a beginner seeking to lay a solid foundation or an experienced developer aiming to refine your skills in the Godot 4 engine, our Mini-Degree caters to all levels. You’ll gain hands-on experience, learn to implement a variety of gameplay systems, and by the end, you will have built a portfolio that showcases your ability to bring engaging game concepts to life.

If you wish to explore even more diversified content, take a look at our wide array of Godot courses. With over 250 supported courses, Zenva is committed to offering high-quality, project-based learning to help you become a professional in the field of game development. Embrace the opportunity and continue enhancing your skills. The world of Godot awaits!


As we wrap up our exploration of audio recording in Godot with the AudioEffectRecord class, remember that this is just one aspect of your game development journey. Sound is a dynamic element that can transform your gameplay, engage your audience, and add depth to your digital worlds. Zenva’s Godot Game Development Mini-Degree is the perfect next step to not only consolidate your audio recording skills but also to deepen your understanding of game creation from concept to completion.

Continue creating, learning, and innovating with the support of our expert-led courses. At Zenva, we empower you with the knowledge to wield the tools necessary for building compelling and memorable game experiences. Your potential is limitless, and we are excited to see what you will create next in the immersive world of game development. Join us now, and let’s bring your game ideas to life!

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