Class reference
AudioStreamPlayer3D
Inherits Node3D
Plays positional sound in 3D space.
Description
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. Note: Hiding an AudioStreamPlayer3D node does not disable its audio output. To temporarily disable an AudioStreamPlayer3D's audio output, set volume_db to a very low value like -100 (which isn't audible to human hearing).
Properties
int area_mask = 1
int area_mask = 1Determines 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 = 5000.0
float attenuation_filter_cutoff_hz = 5000.0The 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 = -24.0
float attenuation_filter_db = -24.0Amount how much the filter affects the loudness, in decibels.
int attenuation_model = 0
int attenuation_model = 0Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
bool autoplay = false
bool autoplay = falseIf true, audio plays when the AudioStreamPlayer3D node is added to scene tree.
StringName bus = &"Master"
StringName bus = &"Master"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".
int doppler_tracking = 0
int doppler_tracking = 0Decides in which step the Doppler effect should be calculated. Note: If doppler_tracking is not DOPPLER_TRACKING_DISABLED but the current Camera3D/AudioListener3D has doppler tracking disabled, the Doppler effect will be heard but will not take the movement of the current listener into account. If accurate Doppler effect is desired, doppler tracking should be enabled on both the AudioStreamPlayer3D and the current Camera3D/AudioListener3D.
float emission_angle_degrees = 45.0
float emission_angle_degrees = 45.0The angle in which the audio reaches a listener unattenuated.
bool emission_angle_enabled = false
bool emission_angle_enabled = falseIf true, the audio should be attenuated according to the direction of the sound.
float emission_angle_filter_attenuation_db = -12.0
float emission_angle_filter_attenuation_db = -12.0Attenuation factor used if listener is outside of emission_angle_degrees and emission_angle_enabled is set, in decibels.
float max_db = 3.0
float max_db = 3.0Sets the absolute maximum of the sound level, in decibels.
float max_distance = 0.0
float max_distance = 0.0The 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 = 1
int max_polyphony = 1The 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 = 1.0
float panning_strength = 1.0Scales the panning strength for this node by multiplying the base ProjectSettings.audio/general/3d_panning_strength by this factor. If the product is 0.0 then stereo panning is disabled and the volume is the same for all channels. If the product is 1.0 then one of the channels will be muted when the sound is located exactly to the left (or right) of the listener. Two speaker stereo arrangements implement the WebAudio standard for StereoPannerNode Panning where the volume is cosine of half the azimuth angle to the ear. For other speaker arrangements such as the 5.1 and 7.1 the SPCAP (Speaker-Placement Correction Amplitude) algorithm is implemented.
float pitch_scale = 1.0
float pitch_scale = 1.0The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
int playback_type = 0
int playback_type = 0The playback type of the stream player. If set other than to the default value, it will force that playback type.
bool playing = false
bool playing = falseIf true, audio is playing or is queued to be played (see play()).
AudioStream stream
AudioStream streamThe AudioStream resource to be played.
bool stream_paused = false
bool stream_paused = falseIf true, the playback is paused. You can resume it by setting stream_paused to false.
float unit_size = 10.0
float unit_size = 10.0The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
float volume_db = 0.0
float volume_db = 0.0The base sound level before attenuation, in decibels.
float volume_linear
float volume_linearThe base sound level before attenuation, as a linear value. Note: This member modifies volume_db for convenience. The returned value is equivalent to the result of @GlobalScope.db_to_linear() on volume_db. Setting this member is equivalent to setting volume_db to the result of @GlobalScope.linear_to_db() on a value.
Methods
float get_playback_position()
float get_playback_position()Returns the position in the AudioStream.
AudioStreamPlayback get_stream_playback()
AudioStreamPlayback get_stream_playback()Returns the AudioStreamPlayback object associated with this AudioStreamPlayer3D.
bool has_stream_playback()
bool has_stream_playback()Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.
void play(float from_position = 0.0)
float from_position = 0.0)Queues the audio to play on the next physics frame, from the given position from_position, in seconds.
void seek(float to_position)
float to_position)Sets the position from which audio will be played, in seconds.
void stop()
Stops the audio.
Signals
finished()
Emitted when the audio stops playing.
Constants
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.
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).