Drop the 5-Band-EQ from the node lists (#395)

The Parametric EQ replaces the 5-Band-EQ, which is gone from the code.

- Sounds: its table row is gone, and so are its range and its place
  in the list of numbers an Envelope can move.
- Instruments: the effects row names the Parametric EQ instead, and
  the Envelope's list counts four nodes with a wet, not five.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
adminandClaude Opus 5.5 committed 2026-10-10 19:46:21 +02:00
1 parent 5a21c020e7
commit 543f0df344
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+3 -3
@@ -26,7 +26,7 @@ A at 440 Hz, 127 the highest. A note is named with its octave after it and no da
| **Sound FX** | Sends the sound through a sound FX asset, as if it were the sound at the FX's Input. Every parameter of that FX is an input here; one left open is the FX's default. The node is titled after the FX, and a double click opens it. |
| **Envelope** | Shapes a note as it is played: **Attack**, **Decay** and **Release** in seconds, **Sustain** from 0 to 1. On the way of the sound it is its volume; its output `value` moves a number with the same curve, from **From** to **To**. See [Envelopes](#envelopes). |
| **Output** | What is heard. It takes **one** sound, like every other sound input; a second edge replaces the first. To play several together, put a **Mix** in front of it (several Mixes in a row for more than two). One per instrument. |
| Gain, Pitch, 5-Band-EQ, Filter, Mix, Delay, Bitcrusher, Phaser, Flanger, Pan, Compressor, Limiter, Saturation, Tremolo, Vibrato, Reverb | The effects of a [sound FX](Sounds#sound-fx), the same nodes, with [Bypass and Wet](Sounds#bypass-and-wet). |
| Gain, Pitch, Parametric EQ, Filter, Mix, Delay, Bitcrusher, Phaser, Flanger, Pan, Compressor, Limiter, Saturation, Tremolo, Vibrato, Reverb | The effects of a [sound FX](Sounds#sound-fx), the same nodes, with [Bypass and Wet](Sounds#bypass-and-wet). |
**Play** of a Sample:
@@ -127,8 +127,8 @@ sound as it is.
- **`value`** moves a number with the same curve: at **From** while the note rests, at **To** at
the top of the attack, and where the sustain puts it between them while held. Its pin is of a kind of its
own, an **envelope**, drawn in coral. It fits only a number the sound itself holds while it
plays: `frequency`, `Q` and `gain` of a Filter, `pan` of a Pan, `semitones` of a Pitch, `gain` of a Gain, a band of
the 5-Band-EQ, the `wet` of these five but the Pitch, `mix` of a Mix, `bits`, `rate` and `wet` of a Bitcrusher, `frequency` and `wet`
plays: `frequency`, `Q` and `gain` of a Filter, `pan` of a Pan, `semitones` of a Pitch, `gain` of a Gain,
the `wet` of these four but the Pitch, `mix` of a Mix, `bits`, `rate` and `wet` of a Bitcrusher, `frequency` and `wet`
of a Phaser, `offset` and `wet` of a Flanger, and `frequency` and `duty` of a Chip. Not the time
of a Delay, not the times of an Envelope, not a parameter of a Sound FX node, not the slide or the
other numbers of a Chip, not the LFO of a Phaser or Flanger. A cutoff, a Gain, the rate of a
+3 -4
@@ -426,7 +426,6 @@ response of a Reverb, and as what the Sound FX tab tries out. Its row means noth
| --- | --- |
| **Gain** | Louder or quieter, in dB (`Gain (dB)`): 0 leaves it alone, -6 is about half as loud, +6 twice. Above 0 the sound can clip. In the graph the node is drawn as a small device (#384): the Compressor's brushed plate in orange, 160x160 graph units without an engraved name, with one chrome knob between its inputs and its output. The knob works as the Compressor's do: drag up or down, a double-click resets it to 0 dB, each turn one undo step, the wheel zooms the graph. 0 dB stands straight up, and the quiet end below -24 dB takes only a fifth of the turn. A linked `Gain (dB)` greys the knob. There is no tab and no meter. |
| **Pitch** | Higher or lower, in semitones (12 is an octave, 0.5 a quarter tone). The sound **keeps its length**, also when the pitch changes while it plays. The pitch is made where the sound is read, so an effect before the Pitch acts as if it came after it. On a [Chip](Instruments#chips) of an instrument it moves the frequency of the Chip itself. Its `wet` takes the semitones from 0 up to all of them, see [below](#bypass-and-wet). In the graph the node is drawn as the Gain's device in green (#390), with one knob for `Semitones`: 0 stands straight up, and an octave up or down is a little under half of either side of the turn, so small steps near 0 are easy to set and the full ±64 is still there. A linked `Semitones` greys the knob. |
| **5-Band-EQ** | Five bands in dB: 80 Hz and 12 kHz as shelves, 250 Hz, 1 kHz and 4 kHz as peaks. A band at 0 does nothing. |
| **Parametric EQ** | Up to 10 bands, each a filter of its own type, frequency, gain, Q and slope, drawn together as one curve. The node shows its editor right in the graph, and a **double-click on the node's title** opens the same in a tab. Both show the spectrum of what passes the node. A new node has no band and does nothing. See [below](#parametric-eq). |
| **Filter** | **Type** *Low-pass* (the default) takes away what is above `frequency` (Hz, 1000 by default), *High-pass* what is below it, *Band-pass* all but a band around it and *Notch* just that band. *Low shelf* and *High shelf* raise or lower everything below or above it by `gain` (dB), *Peaking* a band around it; only these three have the `gain` row. *All-pass* leaves every frequency as loud as it was and only turns its phase. `Q` (0.707 by default) says how sharp it is: at 0.707 a low- or high-pass has no bump, higher it rings at the frequency, and a band, a notch or a peak gets narrower. **Slope** makes a low-pass, high-pass, band-pass or notch steeper: *12 dB/oct* is one filter, *24* two and *48* four in a row, and only the last of them has the Q. In an [instrument](Instruments#envelopes) an Envelope can move all three numbers while a note plays. The node draws itself as a curve and is edited right in the graph, and a **double-click on the node's title** opens the same in a tab. See [below](#filter). |
| **Mix** | Blends the sounds at `a` and `b`: at 0 only `a` is heard, at 1 only `b` (0.5 is the default). **Curve** says what lies between: *Crossfade* (the default) gives half of each at 0.5, *Both at center* keeps each full up to the middle. See [below](#the-curve-of-a-mix). In the graph the node is drawn as a blue device of 180x200 graph units (#390): a lever for **Curve** on top, down for *Crossfade* and up, with its lamp lit, for *Both at center*, and below it one knob for `Mix` with *A* and *B* engraved at the ends of its turn. A flip of the lever is one undo step. A linked `Mix` greys the knob. |
@@ -443,8 +442,8 @@ response of a Reverb, and as what the Sound FX tab tries out. Its row means noth
| **Reverb** | The sound in a space. **Type**: *Room* (the default), *Hall*, *Cave*, *Plate*, *Custom* or *Sound*. Custom shows the rows `decay` (s, 1.5 by default), `damping` (0.4) and `pre-delay` (s, 0.01); Sound picks a sound asset as the impulse response of a real space, with `pre-delay`. `wet` (0.3) is how much of the reverb is heard instead of the sound itself. The node is drawn as a device with a round screen of its tail (#389). See [below](#reverb). |
Every number of these nodes is an **input**: typed in while nothing is connected, or fed from a
parameter of the Input. Each is held to its range (Gain -120 to +24 dB, Pitch -64 to +64, the EQ
bands -60 to +24 dB, Filter `frequency` 20 to 20000 Hz, `Q` 0.1 to 30 and `gain` -40 to +40 dB, Mix 0 to 1, Delay
parameter of the Input. Each is held to its range (Gain -120 to +24 dB, Pitch -64 to +64,
Filter `frequency` 20 to 20000 Hz, `Q` 0.1 to 30 and `gain` -40 to +40 dB, Mix 0 to 1, Delay
`time` 0.01 to 8 and never more than 2 s, `feedback` 0 to 0.95, `damping` 0 to 1,
Bitcrusher `bits` 1 to 16, `rate` 100 to 48000 Hz, Phaser `frequency` 20 to
20000 Hz, `rate` 0 to 10 Hz, `depth` 0 to 6 octaves, Flanger `offset` 0 to 10 ms, `sweep` -125 to
@@ -470,7 +469,7 @@ Every effect has a **Bypass** and a **`wet`** (#354), all but the Mix, the Input
plays; `wet` 0 can.
- **`wet`** is an input like the other numbers: typed in, fed from a parameter, moved with *Set
sound FX parameters* while the sound plays, and in an [instrument](Instruments#envelopes) moved
by an Envelope where the node lets one move its other numbers (Gain, EQ, Filter, Pan, Bitcrusher,
by an Envelope where the node lets one move its other numbers (Gain, Filter, Pan, Bitcrusher,
Phaser, Flanger). It blends what the node does with the sound as it came in:
`(1 - wet) * sound + wet * effect`. 1 is the default, and a `wet` typed in at 1 costs nothing.
Typed in at 0 the node is left out; fed from a parameter it stays, at whatever value.