AudioStreamPlayer3D
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).
属性
方法
float | get_playback_position ( ) |
AudioStreamPlayback | get_stream_playback ( ) |
bool | has_stream_playback ( ) |
void | play ( from_position: float = 0.0 ) |
void | seek ( to_position: float ) |
void | stop ( ) |
信号
finished ( )
Emitted when the audio stops playing.
枚举
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
).
属性说明
int
area_mask = 1
Determines which Area3D
layers affect the sound for reverb and audio bus effects. Areas can be used to redirect AudioStream
s 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.
AttenuationModel attenuation_model = 0
void
set_attenuation_model ( value: AttenuationModel )- AttenuationModel get_attenuation_model ( )
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"
void
set_bus ( value:StringName
)StringName
get_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"
.
DopplerTracking doppler_tracking = 0
void
set_doppler_tracking ( value: DopplerTracking )- DopplerTracking get_doppler_tracking ( )
Decides in which step the Doppler effect should be calculated.
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
emission_angle_filter_attenuation_db = -12.0
void
set_emission_angle_filter_attenuation_db ( value:float
)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
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
with this factor. Higher values will pan audio from left to right more dramatically than lower values.
float
pitch_scale = 1.0
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
PlaybackType playback_type = 0
void
set_playback_type ( value: PlaybackType )- PlaybackType get_playback_type ( )
实验性: 未来版本中可能会修改或移除该属性。
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
).
AudioStream
stream
void
set_stream ( value:AudioStream
)AudioStream
get_stream ( )
The AudioStream
resource to be played.
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.
方法说明
float
get_playback_position ( )
Returns the position in the AudioStream
.
AudioStreamPlayback
get_stream_playback ( )
Returns the AudioStreamPlayback
object associated with this AudioStreamPlayer3D.
bool
has_stream_playback ( )
Returns whether the AudioStreamPlayer
can return the AudioStreamPlayback
object or not.
void
play ( from_position: float
= 0.0 )
Queues the audio to play on the next physics frame, from the given position from_position
, in seconds.
void
seek ( to_position: float
)
Sets the position from which audio will be played, in seconds.
void
stop ( )
Stops the audio.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。