wrote documentation for audio stream player 3D
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamPlayer3D" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Plays 3D sound in 3D space
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</brief_description>
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<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.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/latest/learning/features/audio/index.html
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</tutorials>
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<demos>
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</demos>
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<argument index="0" name="from_pos" type="float" default="0.0">
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</argument>
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<description>
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Plays the audio from the given position 'from_pos', in seconds.
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</description>
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</method>
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<method name="seek">
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<argument index="0" name="to_pos" type="float">
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</argument>
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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>
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</method>
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<method name="set_area_mask">
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<return type="void">
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</return>
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<description>
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Stops the audio.
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</description>
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</method>
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</methods>
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<members>
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<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask">
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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">
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Dampens audio above this frequency, in Hz.
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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">
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Amount how much the filter affects the loudness, in dB.
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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">
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Decides if audio should get quieter with distance linearly, quadratically or logarithmically.
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</member>
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<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled">
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If [code]true[/code], audio plays audio plays when added to scene tree. Default value: [code]false[/code].
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</member>
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<member name="bus" type="String" setter="set_bus" getter="get_bus">
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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">
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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">
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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">
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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">
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dampens audio if camera is outside of 'emission_angle_degrees' and 'emission_angle_enabled' is set by this factor, in dB.
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</member>
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<member name="max_db" type="float" setter="set_max_db" getter="get_max_db">
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Sets the absolute maximum of the soundlevel, in dB.
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</member>
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<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance">
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Sets the distance from wich the 'out_of_range_mode' takes effect. Has no effect if set to 0.
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</member>
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<member name="out_of_range_mode" type="int" setter="set_out_of_range_mode" getter="get_out_of_range_mode" enum="AudioStreamPlayer3D.OutOfRangeMode">
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Decides if audio should pause when source is outside of 'max_distance' range.
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</member>
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<member name="playing" type="bool" setter="_set_playing" getter="is_playing">
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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] object to be played.
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</member>
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<member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db">
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Base sound level unaffected by dampening, in dB.
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</member>
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<member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size">
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Factor for the attenuation effect.
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</member>
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</members>
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<signals>
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<signal name="finished">
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<description>
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Fires when the audio stops playing.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="ATTENUATION_INVERSE_DISTANCE" value="0">
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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">
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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">
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Logarithmic dampening of loudness according to distance.
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</constant>
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<constant name="OUT_OF_RANGE_MIX" value="0">
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Mix this audio in, even when it's out of range.
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</constant>
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<constant name="OUT_OF_RANGE_PAUSE" value="1">
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Pause this audio when it gets out of range.
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</constant>
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<constant name="DOPPLER_TRACKING_DISABLED" value="0">
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Disables doppler tracking.
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</constant>
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<constant name="DOPPLER_TRACKING_IDLE_STEP" value="1">
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Executes doppler trackin in idle step.
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</constant>
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<constant name="DOPPLER_TRACKING_FIXED_STEP" value="2">
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Executes doppler tracking in fixed step.
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</constant>
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</constants>
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</class>
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