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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-02-10 23:25:33 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-02-10 23:26:29 +0100
commitab1eaac315acd6a763ae64902c3bb797838b60ba (patch)
treeb3c38aebc762697dfcc5355c2ab01593eec7f9ba
parent80332049ee8ef9c3ac4c5b9e0c2a8d5267c57cd6 (diff)
Improve the `AudioStreamPlayer2D/3D.area_mask` documentation
The documentation was stating that the area mask affects where sounds can be heard, which is not true. Instead, the area mask affects audio bus redirection. Thanks to Azedaxen on the Godot forums for providing this description :)
-rw-r--r--doc/classes/AudioStreamPlayer2D.xml2
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml2
2 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index 0ad161a6fe..30e23820cf 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -47,7 +47,7 @@
</methods>
<members>
<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
- Areas in which this sound plays.
+ Determines which [Area2D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.
</member>
<member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0">
Dampens audio over distance with this as an exponent.
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index ce8a6693db..52f9e23d98 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -48,7 +48,7 @@
</methods>
<members>
<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
- Areas in which this sound plays.
+ Determines which [Area3D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.
</member>
<member name="attenuation_filter_cutoff_hz" type="float" setter="set_attenuation_filter_cutoff_hz" getter="get_attenuation_filter_cutoff_hz" default="5000.0">
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.