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

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 = 5000.0

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 = -24.0

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

int attenuation_model = 0

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

bool autoplay = false

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

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".

float emission_angle_degrees = 45.0

The angle in which the audio reaches a listener unattenuated.

bool emission_angle_enabled = false

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

float max_db = 3.0

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

float max_distance = 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 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

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 = 1.0

Scales 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

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

int playback_type = 0

Experimental.

The playback type of the stream player. If set other than to the default value, it will force that playback type.

bool playing = false

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

bool stream_paused = false

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

float unit_size = 10.0

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

float volume_db = 0.0

The base sound level before attenuation, in decibels.

Methods

void play(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)

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

Enum: AttenuationModel

Attenuation of loudness according to linear distance.

ATTENUATION_INVERSE_SQUARE_DISTANCE = 1

Enum: AttenuationModel

Attenuation of loudness according to squared distance.

ATTENUATION_LOGARITHMIC = 2

Enum: AttenuationModel

Attenuation of loudness according to logarithmic distance.

ATTENUATION_DISABLED = 3

Enum: AttenuationModel

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

Enum: DopplerTracking

Disables doppler tracking.

Tutorials

Source revision 4f5b14abade2
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