AudioStreamPlayer3D
Inherits: Spatial < Node < Object Plays positional sound in 3D space.
Description
attenuation_filter_cutoff_hz to 20500.
Listener node to the scene and enabling it by calling Listener.make_current on it.
AudioStreamPlayer to play a sound non-positionally.
Note: Hiding an AudioStreamPlayer3D node does not disable its audio output. To temporarily disable an AudioStreamPlayer3D‘s audio output, set unit_db to a very low value like -100 (which isn’t audible to human hearing).
Tutorials
- Audio streams
Properties
Methods
Signals
- finished ( )
Emitted when the audio stops playing.
Enumerations
AttenuationModel: - ATTENUATION_INVERSE_DISTANCE = 0 —- Linear dampening of loudness according to distance.
- ATTENUATION_INVERSE_SQUARE_DISTANCE = 1 —- Squared dampening of loudness according to distance.
- ATTENUATION_LOGARITHMIC = 2 —- Logarithmic dampening of loudness according to distance.
- ATTENUATION_DISABLED = 3 —- No dampening of loudness according to distance. The sound will still be heard positionally, unlike an AudioStreamPlayer. ATTENUATION_DISABLED can be combined with a max_distance value greater than
0.0to achieve linear attenuation clamped to a sphere of a defined size.
OutOfRangeMode:
- OUT_OF_RANGE_MIX = 0 —- 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 max_distance radius. - OUT_OF_RANGE_PAUSE = 1 —- 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 max_distance radius.
DopplerTracking:
- DOPPLER_TRACKING_DISABLED = 0 —- Disables doppler tracking.
- DOPPLER_TRACKING_IDLE_STEP = 1 —- Executes doppler tracking in idle step (every rendered frame).
- DOPPLER_TRACKING_PHYSICS_STEP = 2 —- Executes doppler tracking in physics step (every simulated physics frame).
Property Descriptions
- int area_mask Area layers affect the sound for reverb and audio bus effects. Areas can be used to redirect AudioStreams 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.
- float attenuation_filter_cutoff_hz
20500as this frequency is above the human hearing limit.
- float attenuation_filter_db Amount how much the filter affects the loudness, in decibels.
- AttenuationModel attenuation_model Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
- bool autoplay
true, audio plays when the AudioStreamPlayer3D node is added to scene tree.
- String bus
The bus on which this audio is playing.
Note: When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can’t be resolved at runtime, it will fall back to
"Master".
- DopplerTracking doppler_tracking Doppler effect should be calculated. Note: Only effective if the current Camera‘s Camera.doppler_tracking property is set to a value other than Camera.DOPPLER_TRACKING_DISABLED.
- float emission_angle_degrees The angle in which the audio reaches cameras undampened.
- bool emission_angle_enabled
true, the audio should be dampened according to the direction of the sound.
- float emission_angle_filter_attenuation_db emission_angle_degrees and emission_angle_enabled is set by this factor, in decibels.
- float max_db Sets the absolute maximum of the soundlevel, in decibels.
- float max_distance out_of_range_mode takes effect. Has no effect if set to 0.
- OutOfRangeMode out_of_range_mode max_distance range.
- float pitch_scale The pitch and the tempo of the audio, as a multiplier of the audio sample’s sample rate.
- bool playing
true, audio is playing.
- AudioStream stream AudioStream resource to be played.
- bool stream_paused
true, the playback is paused. You can resume it by setting stream_paused tofalse.
- float unit_db The base sound level unaffected by dampening, in decibels.
- float unit_size
The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
Method Descriptions
- float get_playback_position ( ) AudioStream.
- AudioStreamPlayback get_stream_playback ( )
AudioStreamPlayback object associated with this
AudioStreamPlayer3D.
- play ( float from_position=0.0 )
from_position, in seconds.
- seek ( float to_position ) Sets the position from which audio will be played, in seconds.
- stop ( ) Stops the audio.
