From 95618e29371cd655b64b8021912024eb7ff510dd Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 23 Nov 2020 16:56:05 +0100 Subject: [PATCH] Improve the AudioStreamPlayer3D class documentation --- doc/classes/AudioStreamPlayer3D.xml | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index aadbc865bb8..7a8c4b2cc74 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -4,7 +4,7 @@ Plays 3D sound in 3D space. - Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. + 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]. By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. @@ -56,19 +56,19 @@ Areas in which this sound plays. - Dampens audio above this frequency, in Hz. + 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. - Amount how much the filter affects the loudness, in dB. + Amount how much the filter affects the loudness, in decibels. Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation. - If [code]true[/code], audio plays when added to scene tree. + If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree. - Bus on which this audio is playing. + The bus on which this audio is playing. Decides in which step the Doppler effect should be calculated. @@ -80,10 +80,10 @@ If [code]true[/code], the audio should be dampened according to the direction of the sound. - Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in dB. + Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels. - Sets the absolute maximum of the soundlevel, in dB. + Sets the absolute maximum of the soundlevel, in decibels. Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. @@ -98,16 +98,16 @@ If [code]true[/code], audio is playing. - The [AudioStream] object to be played. + The [AudioStream] resource to be played. - If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. + If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. - Base sound level unaffected by dampening, in dB. + The base sound level unaffected by dampening, in decibels. - Factor for the attenuation effect. + The factor for the attenuation effect. Higher values make the sound audible over a larger distance. @@ -128,13 +128,13 @@ Logarithmic dampening of loudness according to distance. - No dampening of loudness according to distance. + No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. - Mix this audio in, even when it's out of range. + Mix this audio in, even when it's out of range. This increases CPU usage, but keeps the sound playing at the correct position if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. - Pause this audio when it gets out of range. + Pause this audio when it gets out of range. This decreases CPU usage, but will cause the sound to restart if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. Disables doppler tracking.