diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AudioStreamPlayer2D.xml | 6 | ||||
-rw-r--r-- | doc/classes/AudioStreamPlayer3D.xml | 20 | ||||
-rw-r--r-- | doc/classes/Generic6DOFJoint3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/PhysicsServer2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 10 | ||||
-rw-r--r-- | doc/classes/SkeletonModification2DJiggle.xml | 4 |
6 files changed, 27 insertions, 27 deletions
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 18869e87cb..b01a267154 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -4,7 +4,7 @@ Plays positional sound in 2D space. </brief_description> <description> - Plays audio that dampens with distance from a given position. + Plays audio that is attenuated with distance to the listener. By default, audio is heard from the screen center. This can be changed by adding an [AudioListener2D] node to the scene and enabling it by calling [method AudioListener2D.make_current] on it. See also [AudioStreamPlayer] to play a sound non-positionally. [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). @@ -57,7 +57,7 @@ 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. + The volume is attenuated over distance with this as an exponent. </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. @@ -88,7 +88,7 @@ If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. </member> <member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0"> - Base volume without dampening. + Base volume before attenuation. </member> </members> <signals> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index d5a06dcad6..bfb5b6f154 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -4,7 +4,7 @@ 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. 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]. + Plays audio with positional sound effects, based on the relative position of the audio listener. Positional effects include distance attenuation, directionality, and the Doppler effect. For greater realism, a low-pass filter is 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 an [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.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 volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). @@ -57,7 +57,7 @@ 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. + The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above this frequency is attenuated more than a sound below this frequency. To disable this effect, 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 decibels. @@ -76,13 +76,13 @@ Decides in which step the Doppler effect should be calculated. </member> <member name="emission_angle_degrees" type="float" setter="set_emission_angle" getter="get_emission_angle" default="45.0"> - The angle in which the audio reaches cameras undampened. + The angle in which the audio reaches a listener unattenuated. </member> <member name="emission_angle_enabled" type="bool" setter="set_emission_angle_enabled" getter="is_emission_angle_enabled" default="false"> - If [code]true[/code], the audio should be dampened according to the direction of the sound. + If [code]true[/code], the audio should be attenuated 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 decibels. + Attenuation factor used if listener is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set, 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 decibels. @@ -112,7 +112,7 @@ The factor for the attenuation effect. Higher values make the sound audible over a larger distance. </member> <member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0"> - The base sound level unaffected by dampening, in decibels. + The base sound level before attenuation, in decibels. </member> </members> <signals> @@ -124,16 +124,16 @@ </signals> <constants> <constant name="ATTENUATION_INVERSE_DISTANCE" value="0" enum="AttenuationModel"> - Linear dampening of loudness according to distance. + Attenuation of loudness according to linear distance. </constant> <constant name="ATTENUATION_INVERSE_SQUARE_DISTANCE" value="1" enum="AttenuationModel"> - Squared dampening of loudness according to distance. + Attenuation of loudness according to squared distance. </constant> <constant name="ATTENUATION_LOGARITHMIC" value="2" enum="AttenuationModel"> - Logarithmic dampening of loudness according to distance. + Attenuation of loudness according to logarithmic distance. </constant> <constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel"> - No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. [constant ATTENUATION_DISABLED] can be combined with a [member max_distance] value greater than [code]0.0[/code] to achieve linear attenuation clamped to a sphere of a defined size. + No attenuation of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. [constant ATTENUATION_DISABLED] can be combined with a [member max_distance] value greater than [code]0.0[/code] to achieve linear attenuation clamped to a sphere of a defined size. </constant> <constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking"> Disables doppler tracking. diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml index e6058b1bf9..b8151bdc5a 100644 --- a/doc/classes/Generic6DOFJoint3D.xml +++ b/doc/classes/Generic6DOFJoint3D.xml @@ -115,7 +115,7 @@ The minimum rotation in positive direction to break loose and rotate around the X axis. </member> <member name="angular_limit_y/damping" type="float" setter="set_param_y" getter="get_param_y" default="1.0"> - The amount of rotational damping across the Y axis. The lower, the more dampening occurs. + The amount of rotational damping across the Y axis. The lower, the more damping occurs. </member> <member name="angular_limit_y/enabled" type="bool" setter="set_flag_y" getter="get_flag_y" default="true"> If [code]true[/code], rotation across the Y axis is limited. @@ -139,7 +139,7 @@ The minimum rotation in positive direction to break loose and rotate around the Y axis. </member> <member name="angular_limit_z/damping" type="float" setter="set_param_z" getter="get_param_z" default="1.0"> - The amount of rotational damping across the Z axis. The lower, the more dampening occurs. + The amount of rotational damping across the Z axis. The lower, the more damping occurs. </member> <member name="angular_limit_z/enabled" type="bool" setter="set_flag_z" getter="get_flag_z" default="true"> If [code]true[/code], rotation across the Z axis is limited. @@ -357,7 +357,7 @@ The speed of all rotations across the axes. </constant> <constant name="PARAM_ANGULAR_DAMPING" value="13" enum="Param"> - The amount of rotational damping across the axes. The lower, the more dampening occurs. + The amount of rotational damping across the axes. The lower, the more damping occurs. </constant> <constant name="PARAM_ANGULAR_RESTITUTION" value="14" enum="Param"> The amount of rotational restitution across the axes. The lower, the more restitution occurs. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 93e88347d4..c3387cf6bd 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -1049,16 +1049,16 @@ Constant to set/get a body's gravity multiplier. </constant> <constant name="BODY_PARAM_LINEAR_DAMP_MODE" value="6" enum="BodyParameter"> - Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. </constant> <constant name="BODY_PARAM_ANGULAR_DAMP_MODE" value="7" enum="BodyParameter"> - Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. </constant> <constant name="BODY_PARAM_LINEAR_DAMP" value="8" enum="BodyParameter"> - Constant to set/get a body's linear dampening factor. + Constant to set/get a body's linear damping factor. </constant> <constant name="BODY_PARAM_ANGULAR_DAMP" value="9" enum="BodyParameter"> - Constant to set/get a body's angular dampening factor. + Constant to set/get a body's angular damping factor. </constant> <constant name="BODY_PARAM_MAX" value="10" enum="BodyParameter"> Represents the size of the [enum BodyParameter] enum. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 5b261d8414..82464d2f99 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1241,7 +1241,7 @@ A factor that gets multiplied onto all rotations across the axes. </constant> <constant name="G6DOF_JOINT_ANGULAR_DAMPING" value="13" enum="G6DOFJointAxisParam"> - The amount of rotational damping across the axes. The lower, the more dampening occurs. + The amount of rotational damping across the axes. The lower, the more damping occurs. </constant> <constant name="G6DOF_JOINT_ANGULAR_RESTITUTION" value="14" enum="G6DOFJointAxisParam"> The amount of rotational restitution across the axes. The lower, the more restitution occurs. @@ -1392,16 +1392,16 @@ Constant to set/get a body's gravity multiplier. </constant> <constant name="BODY_PARAM_LINEAR_DAMP_MODE" value="6" enum="BodyParameter"> - Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. </constant> <constant name="BODY_PARAM_ANGULAR_DAMP_MODE" value="7" enum="BodyParameter"> - Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. </constant> <constant name="BODY_PARAM_LINEAR_DAMP" value="8" enum="BodyParameter"> - Constant to set/get a body's linear dampening factor. + Constant to set/get a body's linear damping factor. </constant> <constant name="BODY_PARAM_ANGULAR_DAMP" value="9" enum="BodyParameter"> - Constant to set/get a body's angular dampening factor. + Constant to set/get a body's angular damping factor. </constant> <constant name="BODY_PARAM_MAX" value="10" enum="BodyParameter"> Represents the size of the [enum BodyParameter] enum. diff --git a/doc/classes/SkeletonModification2DJiggle.xml b/doc/classes/SkeletonModification2DJiggle.xml index 3321fffe1b..12f3b9b901 100644 --- a/doc/classes/SkeletonModification2DJiggle.xml +++ b/doc/classes/SkeletonModification2DJiggle.xml @@ -107,7 +107,7 @@ <param index="0" name="joint_idx" type="int" /> <param index="1" name="damping" type="float" /> <description> - Sets the amount of dampening of the Jiggle joint at [param joint_idx]. + Sets the amount of damping of the Jiggle joint at [param joint_idx]. </description> </method> <method name="set_jiggle_joint_gravity"> @@ -160,7 +160,7 @@ </methods> <members> <member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75"> - The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. + The default amount of damping applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. </member> <member name="gravity" type="Vector2" setter="set_gravity" getter="get_gravity" default="Vector2(0, 6)"> The default amount of gravity applied to the Jiggle joints, if they are not overridden. |