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@@ -28,15 +28,24 @@ played back often.
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AudioStreamPlayer
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-----------------
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-.. image:: img/audio_stream_player.png
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+.. image:: img/audio_stream_player.webp
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This is the standard, non-positional stream player. It can play to any bus.
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In 5.1 sound setups, it can send audio to stereo mix or front speakers.
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+Playback Type is an experimental setting, and could change in future versions
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+of Godot. It exists so Web exports use Web Audio-API based samples instead of
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+streaming all sounds to the browser, unlike most platforms. This prevents the
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+audio from being garbled in single-threaded Web exports. By default, only the
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+Web platform will use samples. Changing this setting is not recommended, unless
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+you have an explicit reason to. You can change the default playback type
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+for the web and other platforms in the project settings under **Audio > General**
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+(advanced settings must be turned on to see the setting).
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+
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AudioStreamPlayer2D
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-------------------
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-.. image:: img/audio_stream_2d.png
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+.. image:: img/audio_stream_2d.webp
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This is a variant of AudioStreamPlayer, but emits sound in a 2D positional
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environment. When close to the left of the screen, the panning will go left.
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@@ -49,20 +58,20 @@ When close to the right side, it will go right.
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different reverb or sound qualities to handle action happening in a
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particular parts of your game world.
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-.. image:: img/audio_stream_2d_area.png
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+.. image:: img/audio_stream_2d_area.webp
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AudioStreamPlayer3D
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-------------------
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-.. image:: img/audio_stream_3d.png
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+.. image:: img/audio_stream_3d.webp
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This is a variant of AudioStreamPlayer, but emits sound in a 3D positional
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environment. Depending on the location of the player relative to the screen,
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it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio setup.
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-Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus.
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+Similar to AudioStreamPlayer2D, an Area3D can divert the sound to an audio bus.
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-.. image:: img/audio_stream_3d_area.png
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+.. image:: img/audio_stream_3d_area.webp
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Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced options:
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@@ -71,20 +80,20 @@ Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced optio
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Reverb buses
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~~~~~~~~~~~~
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-Godot allows for 3D audio streams that enter a specific Area node to send dry
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+Godot allows for 3D audio streams that enter a specific Area3D node to send dry
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and wet audio to separate buses. This is useful when you have several reverb
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configurations for different types of rooms. This is done by enabling this type
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-of reverb in the **Reverb Bus** section of the Area's properties:
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+of reverb in the **Reverb Bus** section of the Area3D's properties:
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-.. image:: img/audio_stream_reverb_bus.png
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+.. image:: img/audio_stream_reverb_bus.webp
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-At the same time, a special bus layout is created where each area receives the
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-reverb info from each area. A Reverb effect needs to be created and configured
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+At the same time, a special bus layout is created where each Area3D receives the
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+reverb info from each Area3D. A Reverb effect needs to be created and configured
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in each reverb bus to complete the setup for the desired effect:
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-.. image:: img/audio_stream_reverb_bus2.png
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+.. image:: img/audio_stream_reverb_bus2.webp
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-The Area's **Reverb Bus** section also has a parameter named **Uniformity**.
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+The Area3D's **Reverb Bus** section also has a parameter named **Uniformity**.
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Some types of rooms bounce sounds more than others (like a warehouse), so
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reverberation can be heard almost uniformly across the room even though the
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source may be far away. Playing around with this parameter can simulate
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@@ -98,7 +107,7 @@ perceived as an increase or decrease in the pitch of the emitted sound.
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Godot can track velocity changes in the AudioStreamPlayer3D and Camera nodes.
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Both nodes have this property, which must be enabled manually:
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-.. image:: img/audio_stream_doppler.png
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+.. image:: img/audio_stream_doppler.webp
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Enable it by setting it depending on how objects will be moved:
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use **Idle** for objects moved using ``_process``, or **Physics**
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