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Diffstat (limited to 'doc/classes/AudioStreamPlayer3D.xml')
-rw-r--r-- | doc/classes/AudioStreamPlayer3D.xml | 57 |
1 files changed, 26 insertions, 31 deletions
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index aadbc865bb..584f03399c 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -1,51 +1,46 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AudioStreamPlayer3D" inherits="Node3D" version="4.0"> <brief_description> - Plays 3D sound in 3D space. + Plays positional sound in 3D space. </brief_description> <description> - Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. + 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]. By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. + See also [AudioStreamPlayer] to play a sound non-positionally. + [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> </tutorials> <methods> <method name="get_playback_position"> - <return type="float"> - </return> + <return type="float" /> <description> Returns the position in the [AudioStream]. </description> </method> <method name="get_stream_playback"> - <return type="AudioStreamPlayback"> - </return> + <return type="AudioStreamPlayback" /> <description> Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D]. </description> </method> <method name="play"> - <return type="void"> - </return> - <argument index="0" name="from_position" type="float" default="0.0"> - </argument> + <return type="void" /> + <argument index="0" name="from_position" type="float" default="0.0" /> <description> Plays the audio from the given position [code]from_position[/code], in seconds. </description> </method> <method name="seek"> - <return type="void"> - </return> - <argument index="0" name="to_position" type="float"> - </argument> + <return type="void" /> + <argument index="0" name="to_position" type="float" /> <description> Sets the position from which audio will be played, in seconds. </description> </method> <method name="stop"> - <return type="void"> - </return> + <return type="void" /> <description> Stops the audio. </description> @@ -56,19 +51,19 @@ Areas in which this sound plays. </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 above this frequency, in Hz. + 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. </member> <member name="attenuation_filter_db" type="float" setter="set_attenuation_filter_db" getter="get_attenuation_filter_db" default="-24.0"> - Amount how much the filter affects the loudness, in dB. + Amount how much the filter affects the loudness, in decibels. </member> <member name="attenuation_model" type="int" setter="set_attenuation_model" getter="get_attenuation_model" enum="AudioStreamPlayer3D.AttenuationModel" default="0"> Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation. </member> <member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false"> - If [code]true[/code], audio plays when added to scene tree. + If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree. </member> - <member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="@"Master""> - Bus on which this audio is playing. + <member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&"Master""> + The bus on which this audio is playing. </member> <member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="AudioStreamPlayer3D.DopplerTracking" default="0"> Decides in which step the Doppler effect should be calculated. @@ -80,10 +75,10 @@ If [code]true[/code], the audio should be dampened according to the direction of the sound. </member> <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"> - Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in dB. + Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels. </member> <member name="max_db" type="float" setter="set_max_db" getter="get_max_db" default="3.0"> - Sets the absolute maximum of the soundlevel, in dB. + Sets the absolute maximum of the soundlevel, in decibels. </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. @@ -98,16 +93,16 @@ If [code]true[/code], audio is playing. </member> <member name="stream" type="AudioStream" setter="set_stream" getter="get_stream"> - The [AudioStream] object to be played. + The [AudioStream] resource to be played. </member> <member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false"> - If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. + If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. </member> <member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0"> - Base sound level unaffected by dampening, in dB. + The base sound level unaffected by dampening, in decibels. </member> - <member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="1.0"> - Factor for the attenuation effect. + <member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="10.0"> + The factor for the attenuation effect. Higher values make the sound audible over a larger distance. </member> </members> <signals> @@ -128,13 +123,13 @@ Logarithmic dampening of loudness according to distance. </constant> <constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel"> - No dampening of loudness according to distance. + No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. </constant> <constant name="OUT_OF_RANGE_MIX" value="0" enum="OutOfRangeMode"> - Mix this audio in, even when it's out of range. + Mix this audio in, even when it's out of range. This increases CPU usage, but keeps the sound playing at the correct position if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. </constant> <constant name="OUT_OF_RANGE_PAUSE" value="1" enum="OutOfRangeMode"> - Pause this audio when it gets out of range. + Pause this audio when it gets out of range. This decreases CPU usage, but will cause the sound to restart if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. </constant> <constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking"> Disables doppler tracking. |