diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 18869e87cbd..b01a267154b 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -4,7 +4,7 @@ Plays positional sound in 2D space. - Plays audio that dampens with distance from a given position. + Plays audio that is attenuated with distance to the listener. By default, audio is heard from the screen center. This can be changed by adding an [AudioListener2D] node to the scene and enabling it by calling [method AudioListener2D.make_current] on it. See also [AudioStreamPlayer] to play a sound non-positionally. [b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). @@ -57,7 +57,7 @@ Determines which [Area2D] 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. - Dampens audio over distance with this as an exponent. + The volume is attenuated over distance with this as an exponent. If [code]true[/code], audio plays when added to scene tree. @@ -88,7 +88,7 @@ If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. - Base volume without dampening. + Base volume before attenuation. diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index d5a06dcad63..bfb5b6f1540 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -4,7 +4,7 @@ Plays positional sound in 3D 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]. + 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 [member attenuation_filter_cutoff_hz] to [code]20500[/code]. 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 [method AudioListener3D.make_current] on it. 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 volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing). @@ -57,7 +57,7 @@ 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. - 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. + 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 [code]20500[/code] as this frequency is above the human hearing limit. Amount how much the filter affects the loudness, in decibels. @@ -76,13 +76,13 @@ Decides in which step the Doppler effect should be calculated. - The angle in which the audio reaches cameras undampened. + The angle in which the audio reaches a listener unattenuated. - If [code]true[/code], the audio should be dampened according to the direction of the sound. + If [code]true[/code], the audio should be attenuated 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 decibels. + Attenuation factor used if listener is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set, in decibels. Sets the absolute maximum of the soundlevel, in decibels. @@ -112,7 +112,7 @@ The factor for the attenuation effect. Higher values make the sound audible over a larger distance. - The base sound level unaffected by dampening, in decibels. + The base sound level before attenuation, in decibels. @@ -124,16 +124,16 @@ - Linear dampening of loudness according to distance. + Attenuation of loudness according to linear distance. - Squared dampening of loudness according to distance. + Attenuation of loudness according to squared distance. - Logarithmic dampening of loudness according to distance. + Attenuation of loudness according to logarithmic distance. - 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. + No attenuation 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. Disables doppler tracking. diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml index e6058b1bf92..b8151bdc5aa 100644 --- a/doc/classes/Generic6DOFJoint3D.xml +++ b/doc/classes/Generic6DOFJoint3D.xml @@ -115,7 +115,7 @@ The minimum rotation in positive direction to break loose and rotate around the X axis. - The amount of rotational damping across the Y axis. The lower, the more dampening occurs. + The amount of rotational damping across the Y axis. The lower, the more damping occurs. If [code]true[/code], rotation across the Y axis is limited. @@ -139,7 +139,7 @@ The minimum rotation in positive direction to break loose and rotate around the Y axis. - The amount of rotational damping across the Z axis. The lower, the more dampening occurs. + The amount of rotational damping across the Z axis. The lower, the more damping occurs. If [code]true[/code], rotation across the Z axis is limited. @@ -357,7 +357,7 @@ The speed of all rotations across the axes. - The amount of rotational damping across the axes. The lower, the more dampening occurs. + The amount of rotational damping across the axes. The lower, the more damping occurs. The amount of rotational restitution across the axes. The lower, the more restitution occurs. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 93e88347d47..c3387cf6bda 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -1049,16 +1049,16 @@ Constant to set/get a body's gravity multiplier. - Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. - Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. - Constant to set/get a body's linear dampening factor. + Constant to set/get a body's linear damping factor. - Constant to set/get a body's angular dampening factor. + Constant to set/get a body's angular damping factor. Represents the size of the [enum BodyParameter] enum. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 5b261d84149..82464d2f996 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1241,7 +1241,7 @@ A factor that gets multiplied onto all rotations across the axes. - The amount of rotational damping across the axes. The lower, the more dampening occurs. + The amount of rotational damping across the axes. The lower, the more damping occurs. The amount of rotational restitution across the axes. The lower, the more restitution occurs. @@ -1392,16 +1392,16 @@ Constant to set/get a body's gravity multiplier. - Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for possible values. - Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values. + Constant to set/get a body's angular damping mode. See [enum BodyDampMode] for possible values. - Constant to set/get a body's linear dampening factor. + Constant to set/get a body's linear damping factor. - Constant to set/get a body's angular dampening factor. + Constant to set/get a body's angular damping factor. Represents the size of the [enum BodyParameter] enum. diff --git a/doc/classes/SkeletonModification2DJiggle.xml b/doc/classes/SkeletonModification2DJiggle.xml index 3321fffe1b3..12f3b9b901a 100644 --- a/doc/classes/SkeletonModification2DJiggle.xml +++ b/doc/classes/SkeletonModification2DJiggle.xml @@ -107,7 +107,7 @@ - Sets the amount of dampening of the Jiggle joint at [param joint_idx]. + Sets the amount of damping of the Jiggle joint at [param joint_idx]. @@ -160,7 +160,7 @@ - The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. + The default amount of damping applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied. The default amount of gravity applied to the Jiggle joints, if they are not overridden.