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AudioStreamPlayer3D

Inherits: Node3D < Node < Object

Plays positional sound in 3D space.

描述

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).

教程

属性

int

area_mask

1

float

attenuation_filter_cutoff_hz

5000.0

float

attenuation_filter_db

-24.0

AttenuationModel

attenuation_model

0

bool

autoplay

false

StringName

bus

&"Master"

DopplerTracking

doppler_tracking

0

float

emission_angle_degrees

45.0

bool

emission_angle_enabled

false

float

emission_angle_filter_attenuation_db

-12.0

float

max_db

3.0

float

max_distance

0.0

int

max_polyphony

1

float

panning_strength

1.0

float

pitch_scale

1.0

bool

playing

false

AudioStream

stream

bool

stream_paused

false

float

unit_size

10.0

float

volume_db

0.0

Methods

float

get_playback_position ( )

AudioStreamPlayback

get_stream_playback ( )

bool

has_stream_playback ( )

void

play ( float from_position=0.0 )

void

seek ( float to_position )

void

stop ( )


信号

finished ( )

Emitted when the audio stops playing.


Enumerations

enum AttenuationModel:

AttenuationModel ATTENUATION_INVERSE_DISTANCE = 0

Attenuation of loudness according to linear distance.

AttenuationModel ATTENUATION_INVERSE_SQUARE_DISTANCE = 1

Attenuation of loudness according to squared distance.

AttenuationModel ATTENUATION_LOGARITHMIC = 2

Attenuation of loudness according to logarithmic distance.

AttenuationModel 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:

DopplerTracking DOPPLER_TRACKING_DISABLED = 0

Disables doppler tracking.

DopplerTracking DOPPLER_TRACKING_IDLE_STEP = 1

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

DopplerTracking DOPPLER_TRACKING_PHYSICS_STEP = 2

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


Property Descriptions

int area_mask = 1

  • void set_area_mask ( int value )

  • int get_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.


float attenuation_filter_cutoff_hz = 5000.0

  • void set_attenuation_filter_cutoff_hz ( float value )

  • float get_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.


float attenuation_filter_db = -24.0

  • void set_attenuation_filter_db ( float value )

  • float get_attenuation_filter_db ( )

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


AttenuationModel 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

  • void set_autoplay ( bool value )

  • bool is_autoplay_enabled ( )

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".


DopplerTracking doppler_tracking = 0

Decides in which step the Doppler effect should be calculated.


float emission_angle_degrees = 45.0

  • void set_emission_angle ( float value )

  • float get_emission_angle ( )

The angle in which the audio reaches a listener unattenuated.


bool emission_angle_enabled = false

  • void set_emission_angle_enabled ( bool value )

  • bool is_emission_angle_enabled ( )

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


float emission_angle_filter_attenuation_db = -12.0

  • void set_emission_angle_filter_attenuation_db ( float value )

  • float get_emission_angle_filter_attenuation_db ( )

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


float max_db = 3.0

  • void set_max_db ( float value )

  • float get_max_db ( )

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


float max_distance = 0.0

  • void set_max_distance ( float value )

  • float get_max_distance