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-rw-r--r--doc/classes/AudioStreamPlayer3D.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index e8a78d5a4c..8356596f54 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AudioStreamPlayer3D" inherits="Node3D" version="4.0">
+<class name="AudioStreamPlayer3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays positional sound in 3D space.
</brief_description>
@@ -10,7 +10,7 @@
[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).
</description>
<tutorials>
- <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
+ <link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">
@@ -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.