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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-02-11 08:54:16 +0100
committerGitHub <noreply@github.com>2022-02-11 08:54:16 +0100
commit0a4f8729d2653f9d75e64537bf45c34062565979 (patch)
tree4c89f1cc70a4dd0a212add12d7d2f0133e2c8968 /doc
parentfd3c9db5781c0f72533567794c4b7e1466e2612d (diff)
parentab1eaac315acd6a763ae64902c3bb797838b60ba (diff)
Merge pull request #57944 from Calinou/doc-audiostreamplayer-area-mask
Improve the `AudioStreamPlayer2D/3D.area_mask` documentation
Diffstat (limited to 'doc')
-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.