Class AudioStreamPlayer3D
Plays positional sound in 3D space.
- Inheritance
-
AudioStreamPlayer3D
Remarks
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 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).
See Also
Properties
area_mask
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 area_mask : int = 1
Property Value
Remarks
attenuation_filter_cutoff_hz
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_cutoff_hz : float = 5000.0
Property Value
Remarks
attenuation_filter_db
Amount how much the filter affects the loudness, in decibels.
var attenuation_filter_db : float = -24.0
Property Value
Remarks
attenuation_model
Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
var attenuation_model : int = 0
Property Value
Remarks
autoplay
If true
, audio plays when the AudioStreamPlayer3D node is added to scene tree.
var autoplay : bool = false
Property Value
Remarks
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"
.
var bus : StringName = &"Master"
Property Value
Remarks
- void set_bus(StringName value)
- StringName get_bus
doppler_tracking
Decides in which step the Doppler effect should be calculated.
var doppler_tracking : int = 0
Property Value
Remarks
emission_angle_degrees
The angle in which the audio reaches a listener unattenuated.
var emission_angle_degrees : float = 45.0
Property Value
Remarks
emission_angle_enabled
If true
, the audio should be attenuated according to the direction of the sound.
var emission_angle_enabled : bool = false
Property Value
Remarks
emission_angle_filter_attenuation_db
Attenuation factor used if listener is outside of emission_angle_degrees and emission_angle_enabled is set, in decibels.
var emission_angle_filter_attenuation_db : float = -12.0
Property Value
Remarks
max_db
Sets the absolute maximum of the sound level, in decibels.
var max_db : float = 3.0
Property Value
Remarks
max_distance
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_distance : float = 0.0
Property Value
Remarks
max_polyphony
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 max_polyphony : int = 1
Property Value
Remarks
panning_strength
Scales the panning strength for this node by multiplying the base audio/general/3d_panning_strength with this factor. Higher values will pan audio from left to right more dramatically than lower values.
var panning_strength : float = 1.0
Property Value
Remarks
pitch_scale
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
var pitch_scale : float = 1.0
Property Value
Remarks
playback_type
The playback type of the stream player. If set other than to the default value, it will force that playback type.
var playback_type : int = 0
Property Value
Remarks
playing
If true
, audio is playing or is queued to be played (see AudioStreamPlayer3D.play).
var playing : bool = false
Property Value
Remarks
stream
The AudioStream resource to be played.
var stream : AudioStream
Property Value
Remarks
- void set_stream(AudioStream value)
- AudioStream get_stream
stream_paused
If true
, the playback is paused. You can resume it by setting stream_paused to false
.
var stream_paused : bool = false
Property Value
Remarks
unit_size
The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
var unit_size : float = 10.0
Property Value
Remarks
volume_db
The base sound level before attenuation, in decibels.
var volume_db : float = 0.0
Property Value
Remarks
volume_linear
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.
var volume_linear : float
Property Value
Remarks
Methods
get_playback_position
Returns the position in the AudioStream.
float get_playback_position
get_stream_playback
Returns the AudioStreamPlayback object associated with this AudioStreamPlayer3D.
AudioStreamPlayback get_stream_playback
has_stream_playback
Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.
bool has_stream_playback
play(float)
Queues the audio to play on the next physics frame, from the given position from_position
, in seconds.
void play(float from_position)
Parameters
from_position
float
seek(float)
Sets the position from which audio will be played, in seconds.
void seek(float to_position)
Parameters
to_position
float
stop
Stops the audio.
void stop
Events
finished
Emitted when the audio stops playing.
signal finished