class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3D AudioStreamPlayer3D
Plays positional sound in 3D space.

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 attenuation_filter_cutoff_hz to 20500.

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 AudioListener3D.make_current on it.

See also AudioStreamPlayer to play a sound non-positionally.

finished finished<>():finished

Emitted when the audio stops playing.

Enum AttenuationModel<>():Enum

ATTENUATION_INVERSE_DISTANCE = 0

Attenuation of loudness according to linear distance.


ATTENUATION_INVERSE_SQUARE_DISTANCE = 1

Attenuation of loudness according to squared distance.


ATTENUATION_LOGARITHMIC = 2

Attenuation of loudness according to logarithmic distance.


ATTENUATION_DISABLED = 3

No attenuation 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 0.0 to achieve linear attenuation clamped to a sphere of a defined size.

Enum DopplerTracking<>():Enum

DOPPLER_TRACKING_DISABLED = 0

Disables doppler tracking.


DOPPLER_TRACKING_IDLE_STEP = 1

Executes doppler tracking during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).


DOPPLER_TRACKING_PHYSICS_STEP = 2

Executes doppler tracking during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

int area_mask<>():int

Determines which Area3D 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<>():float

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 20500 as this frequency is above the human hearing limit.

float attenuation_filter_db<>():float

Amount how much the filter affects the loudness, in decibels.

AttenuationModel attenuation_model<>():AttenuationModel

Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.

bool autoplay<>():bool

If true, audio plays when the AudioStreamPlayer3D node is added to scene tree.

StringName bus<>():StringName

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<>():DopplerTracking

Decides in which step the Doppler effect should be calculated.

float emission_angle_degrees<>():float

The angle in which the audio reaches a listener unattenuated.

bool emission_angle_enabled<>():bool

If true, the audio should be attenuated according to the direction of the sound.

float emission_angle_filter_attenuation_db<>():float

Attenuation factor used if listener is outside of emission_angle_degrees and emission_angle_enabled is set, in decibels.

float max_db<>():float

Sets the absolute maximum of the sound level, in decibels.

float max_distance<>():float

The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than 0.0. max_distance works in tandem with unit_size. However, unlike unit_size whose behavior depends on the attenuation_model, 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.

int max_polyphony<>():int

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.

float panning_strength<>():float

Scales the panning strength for this node by multiplying the base ProjectSettings.audio/general/3d_panning_strength with this factor. Higher values will pan audio from left to right more dramatically than lower values.

float pitch_scale<>():float

The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.

bool playing<>():bool

If true, audio is playing or is queued to be played (see play).

AudioStream stream<>():AudioStream

The AudioStream resource to be played.

bool stream_paused<>():bool

If true, the playback is paused. You can resume it by setting stream_paused to false.

float unit_size<>():float

The factor for the attenuation effect. Higher values make the sound audible over a larger distance.

float volume_db<>():float

The base sound level before attenuation, in decibels.

float get_playback_position<>():float

Returns the position in the AudioStream.

AudioStreamPlayback get_stream_playback<>():AudioStreamPlayback

Returns the AudioStreamPlayback object associated with this AudioStreamPlayer3D.

bool has_stream_playback<>():bool

Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.

void play<>( float from_position=0.0, from_position:float=0.0, ):void

Queues the audio to play on the next physics frame, from the given position from_position, in seconds.

void seek<>( float to_position=, to_position:float=, ):void

Sets the position from which audio will be played, in seconds.

void stop<>():void

Stops the audio.




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