Audio node
Audio Filter
The classic sweepable filter — the VJ and DJ workhorse. One resonant band that can act as a low-pass, high-pass, band-pass, notch, or shelf, with the cutoff frequency exposed as an ordinary port. Cable Freq to an LFO and the filter sweeps itself; cable it to a fader and you have a DJ-style filter kill on any source in the patch.
Inputs
| Port | Type | Default |
|---|---|---|
| AudioThe signal to filter. Cable any engine source here — Audio Player, Audio Modular System, a microphone, or another effect in the chain. | structure | — |
| EnableOff bypasses the filter and lets the audio through untouched. | bool | true |
| TypeWhich filter shape: Low Pass, High Pass, Band Pass, Notch, Low Shelf or High Shelf. Indexes outside the list snap to the nearest valid one. | int | 0 |
| FreqCutoff for the pass filters, centre frequency for band pass and notch, corner for the shelves, in Hz. Clamped to 20…20000. | float | 1000 |
| ResonanceBandwidth in octaves — small values give the sharp, whistling peak of a classic DJ sweep, large values a gentle slope. Clamped to 0.05…5. | float | 0.7 |
| GainBoost or cut in dB, used only by the two shelf types. Clamped to ±24 dB. | float | 0 |
Outputs
| Port | Type |
|---|---|
| AudioThe signal to filter. Cable any engine source here — Audio Player, Audio Modular System, a microphone, or another effect in the chain. | structure |
| Level | float |
How It Works
Audio Filter sits anywhere in an audio chain: source → filters → Audio Output. Connecting the Audio input splices the node into the shared AVAudioEngine graph — the cables are the engine wiring, everything renders on one clock, and the node can be inserted or removed mid-playback without a click.
Internally the node is a single-band AVAudioUnitEQ. The Type port selects the band's filter shape (resonant low-pass, resonant high-pass, band-pass, notch, low shelf, or high shelf). Freq positions the filter in the spectrum. Resonance sets the bandwidth in octaves — narrower bandwidth means a sharper, more resonant response around the cutoff, the sound of an emphasized filter sweep. Gain applies only to the two shelf types, boosting or cutting everything below (Low Shelf) or above (High Shelf) the corner frequency.
The Audio output re-emits the filtered signal as a new engine-backed snapshot, so filters chain indefinitely and an Audio FFT can watch the signal anywhere in the chain — tap after a low-pass and the FFT sees only the bass. The Level output is a peak-decay RMS of the filtered signal (instant rise, musical fall). Enable = false engages the audio unit's clean bypass: audio still passes, unprocessed.
Parameters in Depth
| Port | Type | Default | Description |
|---|---|---|---|
| Audio | Structure | — | Engine audio signal to process (Audio Player, Video Player audio, live input, or another filter). |
| Enable | Bool | true | When false, the effect is cleanly bypassed — audio passes through unchanged. |
| Type | Int | 0 | Filter shape, index 0–5 (see table below). |
| Freq | Float | 1000 | Cutoff / center frequency in Hz, clamped to 20…20000. |
| Resonance | Float | 0.7 | Bandwidth in octaves, clamped to 0.05…5. Smaller = narrower and more resonant; larger = broader and gentler. |
| Gain | Float | 0 | Boost/cut in dB, clamped to −24…+24. Applies to the shelf types only (Low Shelf, High Shelf). |
Filter types (Type index):
| Index | Type | Behavior |
|---|---|---|
| 0 | Low Pass | Resonant low-pass: keeps lows, removes highs above Freq. |
| 1 | High Pass | Resonant high-pass: keeps highs, removes lows below Freq. |
| 2 | Band Pass | Passes only the band around Freq, width set by Resonance. |
| 3 | Notch | Removes the band around Freq, passes everything else. |
| 4 | Low Shelf | Boosts or cuts (Gain, dB) everything below Freq. |
| 5 | High Shelf | Boosts or cuts (Gain, dB) everything above Freq. |
Outputs: Audio (the filtered signal, chainable) and Level (peak-decay RMS of the filtered signal).
Musical guidance: a high-pass around 100–200 Hz cleans mud from a mix; a low-pass swept from 20000 down to a few hundred Hz is the classic breakdown filter; a band-pass at 500–2000 Hz with tight resonance (0.1–0.3 octaves) gives a telephone/radio voice; a notch is surgical removal of a single offending frequency.
Use Cases
- Bass-only visuals: Audio Input → Audio Filter (Low Pass, Freq ≈ 150) → Audio Output, with an Audio FFT tapped on the filter's Audio output — the spectrum and beat detection now see only the low end.
- LFO filter sweep: Audio Player → Audio Filter (Low Pass) → Audio Output, with Freq cabled to an LFO scaled to roughly 200…8000 Hz — an automatic, tempo-free wah sweep.
- DJ filter kill on a fader: Audio Player → Audio Filter → Audio Output, Freq wired to a UI slider; sweep down for a low-pass kill (Type 0) or up for a high-pass kill (Type 1) during transitions.
- Telephone voice: Audio Player (voice) → Audio Filter (Band Pass, Freq 1200, Resonance 0.3) → Audio Distortion (Cellphone preset) → Audio Output.
- Parallel band split: fan one Audio Player into two chains — Audio Filter (Low Pass, 200 Hz) and Audio Filter (High Pass, 2000 Hz) — process each branch differently (e.g. reverb only on the highs) and route both to the Audio Output; the engine supports parallel branches natively.
- Hum removal: Audio Input → Audio Filter (Notch, Freq 50 or 60, Resonance 0.05) → Audio Output — a tight notch on mains hum.
Tips
- Resonance is bandwidth in octaves, not a Q knob: lower values mean sharper, more resonant filtering. For screaming sweep emphasis go toward 0.05–0.2; for gentle tone shaping stay near 1–2.
- Gain does nothing on Low Pass, High Pass, Band Pass, or Notch — it is only honored by the two shelf types. For overall level, chain an Audio Gain node instead.
- Sweeping Freq with a logarithmic-feeling control (or an exponential mapping via Math nodes) sounds far more natural than a linear sweep, because pitch perception is logarithmic.
- Place the filter before a delay or reverb to color the whole effect, or after to filter the wet tail too — order changes the sound.
- Enable = false is a true clean bypass, ideal for A/B-ing the filter on a toggle; the chain and its analysis taps stay live either way.
- Live microphone or loopback input runs through the same engine via the realtime source bridge, so all six filter types work on live audio identically.
Open Audio Filter in the interactive catalog →
Audio Filter is one of 381 nodes in Grafit Pro.
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