AudioStreamPlayer3D.xml 8.1 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="AudioStreamPlayer3D" inherits="Node3D" version="4.0">
  3. <brief_description>
  4. Plays positional sound in 3D space.
  5. </brief_description>
  6. <description>
  7. Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code].
  8. By default, audio is heard from the camera position. This can be changed by adding a [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.make_current] on it.
  9. See also [AudioStreamPlayer] to play a sound non-positionally.
  10. [b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
  11. </description>
  12. <tutorials>
  13. <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
  14. </tutorials>
  15. <methods>
  16. <method name="get_playback_position">
  17. <return type="float" />
  18. <description>
  19. Returns the position in the [AudioStream].
  20. </description>
  21. </method>
  22. <method name="get_stream_playback">
  23. <return type="AudioStreamPlayback" />
  24. <description>
  25. Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D].
  26. </description>
  27. </method>
  28. <method name="play">
  29. <return type="void" />
  30. <argument index="0" name="from_position" type="float" default="0.0" />
  31. <description>
  32. Plays the audio from the given position [code]from_position[/code], in seconds.
  33. </description>
  34. </method>
  35. <method name="seek">
  36. <return type="void" />
  37. <argument index="0" name="to_position" type="float" />
  38. <description>
  39. Sets the position from which audio will be played, in seconds.
  40. </description>
  41. </method>
  42. <method name="stop">
  43. <return type="void" />
  44. <description>
  45. Stops the audio.
  46. </description>
  47. </method>
  48. </methods>
  49. <members>
  50. <member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
  51. Areas in which this sound plays.
  52. </member>
  53. <member name="attenuation_filter_cutoff_hz" type="float" setter="set_attenuation_filter_cutoff_hz" getter="get_attenuation_filter_cutoff_hz" default="5000.0">
  54. Dampens audio using a low-pass filter above this frequency, in Hz. To disable the dampening effect entirely, set this to [code]20500[/code] as this frequency is above the human hearing limit.
  55. </member>
  56. <member name="attenuation_filter_db" type="float" setter="set_attenuation_filter_db" getter="get_attenuation_filter_db" default="-24.0">
  57. Amount how much the filter affects the loudness, in decibels.
  58. </member>
  59. <member name="attenuation_model" type="int" setter="set_attenuation_model" getter="get_attenuation_model" enum="AudioStreamPlayer3D.AttenuationModel" default="0">
  60. Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
  61. </member>
  62. <member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false">
  63. If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree.
  64. </member>
  65. <member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&amp;&quot;Master&quot;">
  66. The bus on which this audio is playing.
  67. </member>
  68. <member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="AudioStreamPlayer3D.DopplerTracking" default="0">
  69. Decides in which step the Doppler effect should be calculated.
  70. </member>
  71. <member name="emission_angle_degrees" type="float" setter="set_emission_angle" getter="get_emission_angle" default="45.0">
  72. The angle in which the audio reaches cameras undampened.
  73. </member>
  74. <member name="emission_angle_enabled" type="bool" setter="set_emission_angle_enabled" getter="is_emission_angle_enabled" default="false">
  75. If [code]true[/code], the audio should be dampened according to the direction of the sound.
  76. </member>
  77. <member name="emission_angle_filter_attenuation_db" type="float" setter="set_emission_angle_filter_attenuation_db" getter="get_emission_angle_filter_attenuation_db" default="-12.0">
  78. Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels.
  79. </member>
  80. <member name="max_db" type="float" setter="set_max_db" getter="get_max_db" default="3.0">
  81. Sets the absolute maximum of the soundlevel, in decibels.
  82. </member>
  83. <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
  84. The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than [code]0.0[/code]. [member max_distance] works in tandem with [member unit_size]. However, unlike [member unit_size] whose behavior depends on the [member attenuation_model], [member max_distance] always works in a linear fashion. This can be used to prevent the [AudioStreamPlayer3D] from requiring audio mixing when the listener is far away, which saves CPU resources.
  85. </member>
  86. <member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
  87. The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
  88. </member>
  89. <member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
  90. The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
  91. </member>
  92. <member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
  93. If [code]true[/code], audio is playing.
  94. </member>
  95. <member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
  96. The [AudioStream] resource to be played.
  97. </member>
  98. <member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
  99. If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code].
  100. </member>
  101. <member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0">
  102. The base sound level unaffected by dampening, in decibels.
  103. </member>
  104. <member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="10.0">
  105. The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
  106. </member>
  107. </members>
  108. <signals>
  109. <signal name="finished">
  110. <description>
  111. Emitted when the audio stops playing.
  112. </description>
  113. </signal>
  114. </signals>
  115. <constants>
  116. <constant name="ATTENUATION_INVERSE_DISTANCE" value="0" enum="AttenuationModel">
  117. Linear dampening of loudness according to distance.
  118. </constant>
  119. <constant name="ATTENUATION_INVERSE_SQUARE_DISTANCE" value="1" enum="AttenuationModel">
  120. Squared dampening of loudness according to distance.
  121. </constant>
  122. <constant name="ATTENUATION_LOGARITHMIC" value="2" enum="AttenuationModel">
  123. Logarithmic dampening of loudness according to distance.
  124. </constant>
  125. <constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel">
  126. No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. [constant ATTENUATION_DISABLED] can be combined with a [member max_distance] value greater than [code]0.0[/code] to achieve linear attenuation clamped to a sphere of a defined size.
  127. </constant>
  128. <constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking">
  129. Disables doppler tracking.
  130. </constant>
  131. <constant name="DOPPLER_TRACKING_IDLE_STEP" value="1" enum="DopplerTracking">
  132. Executes doppler tracking in idle step.
  133. </constant>
  134. <constant name="DOPPLER_TRACKING_PHYSICS_STEP" value="2" enum="DopplerTracking">
  135. Executes doppler tracking in physics step.
  136. </constant>
  137. </constants>
  138. </class>