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-rw-r--r--doc/classes/AudioStreamPlayer2D.xml2
-rw-r--r--doc/classes/AudioStreamPlayer3D.xml2
-rw-r--r--editor/animation_track_editor.cpp2
-rw-r--r--editor/animation_track_editor.h2
4 files changed, 4 insertions, 4 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.
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index de924e84dc..ba5cdb2896 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -4952,7 +4952,7 @@ void AnimationTrackEditor::_add_method_key(const String &p_method) {
EditorNode::get_singleton()->show_warning(TTR("Method not found in object: ") + p_method);
}
-void AnimationTrackEditor::_key_selected(int p_track, int p_key, bool p_single) {
+void AnimationTrackEditor::_key_selected(int p_key, bool p_single, int p_track) {
ERR_FAIL_INDEX(p_track, animation->get_track_count());
ERR_FAIL_INDEX(p_key, animation->track_get_key_count(p_track));
diff --git a/editor/animation_track_editor.h b/editor/animation_track_editor.h
index edba784310..627c7c1d97 100644
--- a/editor/animation_track_editor.h
+++ b/editor/animation_track_editor.h
@@ -406,7 +406,7 @@ class AnimationTrackEditor : public VBoxContainer {
Map<SelectedKey, KeyInfo> selection;
- void _key_selected(int p_track, int p_key, bool p_single);
+ void _key_selected(int p_key, bool p_single, int p_track);
void _key_deselected(int p_key, int p_track);
bool moving_selection;