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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer3D" inherits="Node3D" version="4.0">
<brief_description>
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].
By default, audio is heard from the camera position. This can be changed by adding a [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 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" />
<description>
Returns the position in the [AudioStream].
</description>
</method>
<method name="get_stream_playback">
<return type="AudioStreamPlayback" />
<description>
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D].
</description>
</method>
<method name="play">
<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" />
<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" />
<description>
Stops the audio.
</description>
</method>
</methods>
<members>
<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
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 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 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 the AudioStreamPlayer3D node is added to scene tree.
</member>
<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.
</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.
</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.
</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.
</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.
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than [code]0.0[/code]. [member max_distance] works in tandem with [member unit_size]. However, unlike [member unit_size] whose behavior depends on the [member attenuation_model], [member max_distance] always works in a linear fashion. This can be used to prevent the [AudioStreamPlayer3D] from requiring audio mixing when the listener is far away, which saves CPU resources.
</member>
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
</member>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
If [code]true[/code], audio is playing.
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
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 [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">
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="10.0">
The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when the audio stops playing.
</description>
</signal>
</signals>
<constants>
<constant name="ATTENUATION_INVERSE_DISTANCE" value="0" enum="AttenuationModel">
Linear dampening of loudness according to distance.
</constant>
<constant name="ATTENUATION_INVERSE_SQUARE_DISTANCE" value="1" enum="AttenuationModel">
Squared dampening of loudness according to distance.
</constant>
<constant name="ATTENUATION_LOGARITHMIC" value="2" enum="AttenuationModel">
Logarithmic dampening of loudness according to 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.
</constant>
<constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking">
Disables doppler tracking.
</constant>
<constant name="DOPPLER_TRACKING_IDLE_STEP" value="1" enum="DopplerTracking">
Executes doppler tracking in idle step.
</constant>
<constant name="DOPPLER_TRACKING_PHYSICS_STEP" value="2" enum="DopplerTracking">
Executes doppler tracking in physics step.
</constant>
</constants>
</class>
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