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-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.