diff --git a/Instruments.md b/Instruments.md index 95c1829..aa96255 100644 --- a/Instruments.md +++ b/Instruments.md @@ -302,7 +302,7 @@ low-pass. | `tempo` | BPM, what a [Delay synced to beats](Sounds#delay-and-the-tail-of-a-voice) in the instrument counts by. Default 120. | | `fx` | A [sound FX](Sounds#sound-fx) the note goes through on top of what the instrument does (#346), as through a *Sound FX* node at its Output. *From the asset* (the default) is the row **Sound FX** of the instrument, *None* none (#352). Its Pitch moves the note's sound itself, with no latency. | | `fx params` | Values for that FX's parameters, from a **Sound FX parameters** node. They stay apart from `params`: an FX parameter and an instrument parameter of the same name are two numbers. | -| `bus` | The [bus](Sounds#buses-and-the-master) the note is heard on. *From the asset* (the default) goes along the links of the instrument in the [Master routing](Sounds#master-routing), as its tab plays (#351). | +| `bus` | The [bus](Sounds#buses-and-the-master) the note is heard on. *From the asset* (the default) goes along the links of the instrument in the [Master routing](Sounds#master-routing) (#351). Its tab plays straight into the master (#368). | Its output `voice` is the number of the note, like `Play sound`'s: `Set sound FX parameters` moves its parameters while it plays (the bundle of an Instrument parameters node goes into its diff --git a/Songs.md b/Songs.md index ccabdb2..d450267 100644 --- a/Songs.md +++ b/Songs.md @@ -362,7 +362,8 @@ Bitcrusher crushes the chord, and it costs one chain however many notes sound. per clip, then goes on through its track's. - **Which FX:** an item's FX and the song's are those of the [assets](Sounds#the-sound-fx-of-an-asset) (the pattern, the sound, the song) unless the item or the `Play song` picks another one or *None* - (#352). In the tab the song's FX sits on a bus of the tab between the output and the song's links. + (#352). In the tab the song's FX sits on a bus of the tab between the output and the master. + The tab leaves the song's links in the Master routing out (#368). - A sound FX that is gone or does not compile passes everything on as it is. - Track and item FX play at the defaults of their parameters. Those of a `Play pattern` / `Play song` take `fx params`, and `Set sound FX parameters` moves them by the `playback`. diff --git a/Sounds.md b/Sounds.md index 224905e..74857ea 100644 --- a/Sounds.md +++ b/Sounds.md @@ -323,11 +323,11 @@ sound FX of the bus picked in its `bus` input instead, the master among them. **Pausing** with `Pause game` does nothing to the buses: sounds play on. A game that wants quiet in its pause menu sets a bus volume itself, for instance *SFX* to 0 while *Music* plays on. -**In the editor** the tabs play as the game does: the Sound tab through the sound FX and along the -links of the sound, the Instrument tab through those of the instrument, the Pattern and Song tab -through those of the pattern or song, all of it on through the master. So a compressor on the -master is heard while editing, too. The Sound FX tab plays the sound it tries out along that -sound's links, through the FX in the tab instead of the sound's own. +**In the editor** the tabs leave the Master routing out (#368). The Sound, Sound FX, Instrument, +Pattern and Song tab play through the sound FX of their asset and then straight into the master, +whatever its links say. So a bus with a reverb on it is not heard in a tab, but a compressor on +the master is. Inside a song its own [routing](Songs#routing) still counts. The Sound FX tab plays +the sound it tries out through the FX in the tab instead of the sound's own. **A Pitch on a bus or on the master** is allowed. It is late by one frame like every [Pitch on a bus](#a-pitch-on-a-bus), and notes of a song are started that much earlier.