AudioStreamPlayer3D
Inherits: Node3D < Node < Object
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).
Tutorials
Properties
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Methods
void | |
void | |
void | stop() |
Signals
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
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.
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.
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.
Sets the absolute maximum of the sound level, in decibels.
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.
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.
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()
Experimental: This property may be changed or removed in future versions.
The playback type of the stream player. If set other than to the default value, it will force that playback type.
- bool is_playing()
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.
If true
, the playback is paused. You can resume it by setting stream_paused to false
.
The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
The base sound level before attenuation, in decibels.
Method Descriptions
float get_playback_position() 🔗
Returns the position in the AudioStream.
AudioStreamPlayback get_stream_playback() 🔗
Returns the AudioStreamPlayback object associated with this AudioStreamPlayer3D.
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.
User-contributed notes
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