Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
- AudioListener3D
- AudioStreamPlayer3D
- BoneAttachment3D
- Camera3D (1)
- CollisionObject3D (2)
- CollisionPolygon3D
- CollisionShape3D
- GridMap
- ImporterMeshInstance3D
- Joint3D (5)
- LightmapProbe
- Marker3D
- NavigationLink3D
- NavigationObstacle3D
- NavigationRegion3D
- OpenXRCompositionLayer (3)
- OpenXRHand
- Path3D
- PathFollow3D
- RayCast3D
- RemoteTransform3D
- ShapeCast3D
- Skeleton3D
- SkeletonModifier3D (7)
- SpringArm3D
- SpringBoneCollision3D (3)
- VehicleWheel3D
- VisualInstance3D (13)
- XRFaceModifier3D
- XRNode3D (2)
- XROrigin3D
Table of contents
-
var area_mask: int = 1 -
var attenuation_filter_cutoff_hz: float = 5000.0 -
var attenuation_filter_db: float = -24.0 -
var attenuation_model = ATTENUATION_INVERSE_DISTANCE -
var autoplay: bool = false -
var bus: StringName = &"Master" -
var doppler_tracking = DOPPLER_TRACKING_DISABLED -
var emission_angle_degrees: float = 45.0 -
var emission_angle_enabled: bool = false -
var emission_angle_filter_attenuation_db: float = -12.0 -
var max_db: float = 3.0 -
var max_distance: float = 0.0 -
var max_polyphony: int = 1 -
var panning_strength: float = 1.0 -
var pitch_scale: float = 1.0 -
var playback_type = PLAYBACK_TYPE_DEFAULT -
var playing: bool = false -
var stream: AudioStream -
var stream_paused: bool = false -
var unit_size: float = 10.0 -
var volume_db: float = 0.0 -
var volume_linear: float -
func get_playback_position() -> float -
func get_stream_playback() -> AudioStreamPlayback -
func has_stream_playback() -> bool -
func play(from_position: float = 0.0) -> void -
func seek(to_position: float) -> void -
func stop() -> void -
const ATTENUATION_INVERSE_DISTANCE = 0 enum AttenuationModel -
const ATTENUATION_INVERSE_SQUARE_DISTANCE = 1 enum AttenuationModel -
const ATTENUATION_LOGARITHMIC = 2 enum AttenuationModel -
const ATTENUATION_DISABLED = 3 enum AttenuationModel -
const DOPPLER_TRACKING_DISABLED = 0 enum DopplerTracking -
const DOPPLER_TRACKING_IDLE_STEP = 1 enum DopplerTracking -
const DOPPLER_TRACKING_PHYSICS_STEP = 2 enum DopplerTracking -
enum AttenuationModel -
enum DopplerTracking -
signal finished()
AudioStreamPlayer3D #
is_instantiable, Node3D, Node, core, not_builtin_classes
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.
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).
Members #
var area_mask: int = 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.
var attenuation_filter_cutoff_hz: float = 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.
var attenuation_filter_db: float = -24.0#
Amount how much the filter affects the loudness, in decibels.
var attenuation_model = ATTENUATION_INVERSE_DISTANCE#
Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
var autoplay: bool = false#
If true, audio plays when the AudioStreamPlayer3D node is added to scene tree.
var bus: StringName = &"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".
var doppler_tracking = DOPPLER_TRACKING_DISABLED#
Decides in which step the Doppler effect should be calculated.
var emission_angle_degrees: float = 45.0#
The angle in which the audio reaches a listener unattenuated.
var emission_angle_enabled: bool = false#
If true, the audio should be attenuated according to the direction of the sound.
var emission_angle_filter_attenuation_db: float = -12.0#
Attenuation factor used if listener is outside of emission_angle_degrees and emission_angle_enabled is set, in decibels.
var max_db: float = 3.0#
Sets the absolute maximum of the sound level, in decibels.
var max_distance: float = 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.
var max_polyphony: int = 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.
var panning_strength: float = 1.0#
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.
var pitch_scale: float = 1.0#
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
var playback_type = PLAYBACK_TYPE_DEFAULT#
The playback type of the stream player. If set other than to the default value, it will force that playback type.
var playing: bool = false#
If true, audio is playing or is queued to be played (see play).
var stream: AudioStream#
The AudioStream resource to be played.
var stream_paused: bool = false#
If true, the playback is paused. You can resume it by setting stream_paused to false.
var unit_size: float = 10.0#
The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
var volume_db: float = 0.0#
The base sound level before attenuation, in decibels.
var volume_linear: float#
The 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 #
func get_playback_position() -> float#
Returns the position in the AudioStream.
func get_stream_playback() -> AudioStreamPlayback#
Returns the AudioStreamPlayback object associated with this AudioStreamPlayer3D.
func has_stream_playback() -> bool#
Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.
func play(from_position: float = 0.0) -> void#
Queues the audio to play on the next physics frame, from the given position from_position, in seconds.
func seek(to_position: float) -> void#
Sets the position from which audio will be played, in seconds.
func stop() -> void#
Stops the audio.
Annotations #
Constants #
const ATTENUATION_INVERSE_DISTANCE = 0 enum AttenuationModel#
Attenuation of loudness according to linear distance.
const ATTENUATION_INVERSE_SQUARE_DISTANCE = 1 enum AttenuationModel#
Attenuation of loudness according to squared distance.
const ATTENUATION_LOGARITHMIC = 2 enum AttenuationModel#
Attenuation of loudness according to logarithmic distance.
const 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.
const DOPPLER_TRACKING_DISABLED = 0 enum DopplerTracking#
Disables doppler tracking.
const DOPPLER_TRACKING_IDLE_STEP = 1 enum DopplerTracking#
Executes doppler tracking during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
const DOPPLER_TRACKING_PHYSICS_STEP = 2 enum DopplerTracking#
Executes doppler tracking during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
Constructors #
Enums #
AttenuationModel#
enum AttenuationModel {
ATTENUATION_INVERSE_DISTANCE = 0,
ATTENUATION_INVERSE_SQUARE_DISTANCE = 1,
ATTENUATION_LOGARITHMIC = 2,
ATTENUATION_DISABLED = 3,
}DopplerTracking#
enum DopplerTracking {
DOPPLER_TRACKING_DISABLED = 0,
DOPPLER_TRACKING_IDLE_STEP = 1,
DOPPLER_TRACKING_PHYSICS_STEP = 2,
} Operators #
Signals #
signal finished()#
Emitted when the audio stops playing.