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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AudioStreamPlayer3D" inherits= "Node3D" version= "4.0" >
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<brief_description >
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Plays positional sound in 3D space.
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</brief_description>
<description >
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Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code].
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By default, audio is heard from the camera position. This can be changed by adding a [AudioListener3D] node to the scene and enabling it by calling [method AudioListener3D.make_current] on it.
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See also [AudioStreamPlayer] to play a sound non-positionally.
[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set [member unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
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</description>
<tutorials >
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<link title= "Audio streams" > https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
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</tutorials>
<methods >
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<method name= "get_playback_position" >
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<return type= "float" />
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<description >
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Returns the position in the [AudioStream].
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</description>
</method>
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<method name= "get_stream_playback" >
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<return type= "AudioStreamPlayback" />
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<description >
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Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D].
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</description>
</method>
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<method name= "play" >
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<return type= "void" />
<argument index= "0" name= "from_position" type= "float" default= "0.0" />
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<description >
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Plays the audio from the given position [code]from_position[/code], in seconds.
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</description>
</method>
<method name= "seek" >
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<return type= "void" />
<argument index= "0" name= "to_position" type= "float" />
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<description >
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Sets the position from which audio will be played, in seconds.
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</description>
</method>
<method name= "stop" >
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<return type= "void" />
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<description >
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Stops the audio.
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</description>
</method>
</methods>
<members >
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<member name= "area_mask" type= "int" setter= "set_area_mask" getter= "get_area_mask" default= "1" >
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Areas in which this sound plays.
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</member>
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<member name= "attenuation_filter_cutoff_hz" type= "float" setter= "set_attenuation_filter_cutoff_hz" getter= "get_attenuation_filter_cutoff_hz" default= "5000.0" >
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Dampens audio using a low-pass filter above this frequency, in Hz. To disable the dampening effect entirely, set this to [code]20500[/code] as this frequency is above the human hearing limit.
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</member>
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<member name= "attenuation_filter_db" type= "float" setter= "set_attenuation_filter_db" getter= "get_attenuation_filter_db" default= "-24.0" >
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Amount how much the filter affects the loudness, in decibels.
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</member>
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<member name= "attenuation_model" type= "int" setter= "set_attenuation_model" getter= "get_attenuation_model" enum= "AudioStreamPlayer3D.AttenuationModel" default= "0" >
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Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
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</member>
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<member name= "autoplay" type= "bool" setter= "set_autoplay" getter= "is_autoplay_enabled" default= "false" >
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If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree.
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</member>
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<member name= "bus" type= "StringName" setter= "set_bus" getter= "get_bus" default= "&"Master"" >
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The bus on which this audio is playing.
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</member>
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<member name= "doppler_tracking" type= "int" setter= "set_doppler_tracking" getter= "get_doppler_tracking" enum= "AudioStreamPlayer3D.DopplerTracking" default= "0" >
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Decides in which step the Doppler effect should be calculated.
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</member>
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<member name= "emission_angle_degrees" type= "float" setter= "set_emission_angle" getter= "get_emission_angle" default= "45.0" >
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The angle in which the audio reaches cameras undampened.
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</member>
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<member name= "emission_angle_enabled" type= "bool" setter= "set_emission_angle_enabled" getter= "is_emission_angle_enabled" default= "false" >
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If [code]true[/code], the audio should be dampened according to the direction of the sound.
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</member>
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<member name= "emission_angle_filter_attenuation_db" type= "float" setter= "set_emission_angle_filter_attenuation_db" getter= "get_emission_angle_filter_attenuation_db" default= "-12.0" >
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Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels.
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</member>
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<member name= "max_db" type= "float" setter= "set_max_db" getter= "get_max_db" default= "3.0" >
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Sets the absolute maximum of the soundlevel, in decibels.
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</member>
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<member name= "max_distance" type= "float" setter= "set_max_distance" getter= "get_max_distance" default= "0.0" >
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The distance past which the sound can no longer be heard at all. Only has an effect if set to a value greater than [code]0.0[/code]. [member max_distance] works in tandem with [member unit_size]. However, unlike [member unit_size] whose behavior depends on the [member attenuation_model], [member 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.
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</member>
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<member name= "max_polyphony" type= "int" setter= "set_max_polyphony" getter= "get_max_polyphony" default= "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.
</member>
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<member name= "pitch_scale" type= "float" setter= "set_pitch_scale" getter= "get_pitch_scale" default= "1.0" >
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The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
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</member>
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<member name= "playing" type= "bool" setter= "_set_playing" getter= "is_playing" default= "false" >
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If [code]true[/code], audio is playing.
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</member>
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<member name= "stream" type= "AudioStream" setter= "set_stream" getter= "get_stream" >
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The [AudioStream] resource to be played.
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</member>
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<member name= "stream_paused" type= "bool" setter= "set_stream_paused" getter= "get_stream_paused" default= "false" >
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If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code].
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</member>
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<member name= "unit_db" type= "float" setter= "set_unit_db" getter= "get_unit_db" default= "0.0" >
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The base sound level unaffected by dampening, in decibels.
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</member>
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<member name= "unit_size" type= "float" setter= "set_unit_size" getter= "get_unit_size" default= "10.0" >
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The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
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</member>
</members>
<signals >
<signal name= "finished" >
<description >
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Emitted when the audio stops playing.
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</description>
</signal>
</signals>
<constants >
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<constant name= "ATTENUATION_INVERSE_DISTANCE" value= "0" enum= "AttenuationModel" >
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Linear dampening of loudness according to distance.
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</constant>
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<constant name= "ATTENUATION_INVERSE_SQUARE_DISTANCE" value= "1" enum= "AttenuationModel" >
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Squared dampening of loudness according to distance.
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</constant>
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<constant name= "ATTENUATION_LOGARITHMIC" value= "2" enum= "AttenuationModel" >
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Logarithmic dampening of loudness according to distance.
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</constant>
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<constant name= "ATTENUATION_DISABLED" value= "3" enum= "AttenuationModel" >
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No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. [constant ATTENUATION_DISABLED] can be combined with a [member max_distance] value greater than [code]0.0[/code] to achieve linear attenuation clamped to a sphere of a defined size.
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</constant>
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<constant name= "DOPPLER_TRACKING_DISABLED" value= "0" enum= "DopplerTracking" >
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Disables doppler tracking.
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</constant>
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<constant name= "DOPPLER_TRACKING_IDLE_STEP" value= "1" enum= "DopplerTracking" >
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Executes doppler tracking in idle step.
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</constant>
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<constant name= "DOPPLER_TRACKING_PHYSICS_STEP" value= "2" enum= "DopplerTracking" >
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Executes doppler tracking in physics step.
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</constant>
</constants>
</class>