var areaMask: UInt32Determines 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.
var attenuationFilterCutoffHz: DoubleThe 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.
var attenuationFilterDb: DoubleAmount how much the filter affects the loudness, in decibels.
var attenuationModel: AudioStreamPlayer3D.AttenuationModelDecides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
var autoplay: BoolIf true, audio plays when the AudioStreamPlayer3D node is added to scene tree.
var bus: StringNameThe bus on which this audio is playing.
var dopplerTracking: AudioStreamPlayer3D.DopplerTrackingDecides in which step the Doppler effect should be calculated.
var emissionAngleDegrees: DoubleThe angle in which the audio reaches a listener unattenuated.
var emissionAngleEnabled: BoolIf true, the audio should be attenuated according to the direction of the sound.
var emissionAngleFilterAttenuationDb: DoubleAttenuation factor used if listener is outside of emissionAngleDegrees and emissionAngleEnabled is set, in decibels.
var finished: SimpleSignalEmitted when the audio stops playing.
var maxDb: DoubleSets the absolute maximum of the sound level, in decibels.
var maxDistance: DoubleThe 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. maxDistance works in tandem with unitSize. However, unlike unitSize whose behavior depends on the attenuationModel, maxDistance 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.
var maxPolyphony: Int32The 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.
var panningStrength: DoubleScales the panning strength for this node by multiplying the base ProjectSettings/audio/general/3dPanningStrength with this factor. Higher values will pan audio from left to right more dramatically than lower values.
var pitchScale: DoubleThe pitch and the tempo of the audio, as a multiplier of the audio sample’s sample rate.
var playbackType: AudioServer.PlaybackTypeThe playback type of the stream player. If set other than to the default value, it will force that playback type.
var stream: AudioStream?The AudioStream resource to be played.
var streamPaused: BoolIf true, the playback is paused. You can resume it by setting streamPaused to false.
var unitSize: DoubleThe factor for the attenuation effect. Higher values make the sound audible over a larger distance.
var volumeDb: DoubleThe base sound level before attenuation, in decibels.
func getPlaybackPosition() -> DoubleReturns the position in the AudioStream.
func getStreamPlayback() -> AudioStreamPlayback?Returns the AudioStreamPlayback object associated with this AudioStreamPlayer3D.
func hasStreamPlayback() -> BoolReturns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.
func isPlaying() -> Boolfunc play(fromPosition: Double)Queues the audio to play on the next physics frame, from the given position fromPosition, in seconds.
func seek(toPosition: Double)Sets the position from which audio will be played, in seconds.
func stop()Stops the audio.