<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer3D" inherits="Spatial" version="3.3">
	<brief_description>
		Plays positional sound in 3D space.
	</brief_description>
	<description>
		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 [Listener] node to the scene and enabling it by calling [method Listener.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 unit_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/3.3/tutorials/audio/audio_streams.html</link>
	</tutorials>
	<methods>
		<method name="get_playback_position">
			<return type="float" />
			<description>
				Returns the position in the [AudioStream].
			</description>
		</method>
		<method name="get_stream_playback">
			<return type="AudioStreamPlayback" />
			<description>
				Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D].
			</description>
		</method>
		<method name="play">
			<return type="void" />
			<argument index="0" name="from_position" type="float" default="0.0" />
			<description>
				Plays the audio from the given position [code]from_position[/code], in seconds.
			</description>
		</method>
		<method name="seek">
			<return type="void" />
			<argument index="0" name="to_position" type="float" />
			<description>
				Sets the position from which audio will be played, in seconds.
			</description>
		</method>
		<method name="stop">
			<return type="void" />
			<description>
				Stops the audio.
			</description>
		</method>
	</methods>
	<members>
		<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
			Areas in which this sound plays.
		</member>
		<member name="attenuation_filter_cutoff_hz" type="float" setter="set_attenuation_filter_cutoff_hz" getter="get_attenuation_filter_cutoff_hz" default="5000.0">
			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.
		</member>
		<member name="attenuation_filter_db" type="float" setter="set_attenuation_filter_db" getter="get_attenuation_filter_db" default="-24.0">
			Amount how much the filter affects the loudness, in decibels.
		</member>
		<member name="attenuation_model" type="int" setter="set_attenuation_model" getter="get_attenuation_model" enum="AudioStreamPlayer3D.AttenuationModel" default="0">
			Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.
		</member>
		<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false">
			If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree.
		</member>
		<member name="bus" type="String" setter="set_bus" getter="get_bus" default="&quot;Master&quot;">
			The bus on which this audio is playing.
		</member>
		<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="AudioStreamPlayer3D.DopplerTracking" default="0">
			Decides in which step the Doppler effect should be calculated.
		</member>
		<member name="emission_angle_degrees" type="float" setter="set_emission_angle" getter="get_emission_angle" default="45.0">
			The angle in which the audio reaches cameras undampened.
		</member>
		<member name="emission_angle_enabled" type="bool" setter="set_emission_angle_enabled" getter="is_emission_angle_enabled" default="false">
			If [code]true[/code], the audio should be dampened according to the direction of the sound.
		</member>
		<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">
			Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels.
		</member>
		<member name="max_db" type="float" setter="set_max_db" getter="get_max_db" default="3.0">
			Sets the absolute maximum of the soundlevel, in decibels.
		</member>
		<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
			Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0.
		</member>
		<member name="out_of_range_mode" type="int" setter="set_out_of_range_mode" getter="get_out_of_range_mode" enum="AudioStreamPlayer3D.OutOfRangeMode" default="0">
			Decides if audio should pause when source is outside of [member max_distance] range.
		</member>
		<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
			The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
		</member>
		<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
			If [code]true[/code], audio is playing.
		</member>
		<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
			The [AudioStream] resource to be played.
		</member>
		<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
			If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code].
		</member>
		<member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0">
			The base sound level unaffected by dampening, in decibels.
		</member>
		<member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="1.0">
			The factor for the attenuation effect. Higher values make the sound audible over a larger distance.
		</member>
	</members>
	<signals>
		<signal name="finished">
			<description>
				Emitted when the audio stops playing.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="ATTENUATION_INVERSE_DISTANCE" value="0" enum="AttenuationModel">
			Linear dampening of loudness according to distance.
		</constant>
		<constant name="ATTENUATION_INVERSE_SQUARE_DISTANCE" value="1" enum="AttenuationModel">
			Squared dampening of loudness according to distance.
		</constant>
		<constant name="ATTENUATION_LOGARITHMIC" value="2" enum="AttenuationModel">
			Logarithmic dampening of loudness according to distance.
		</constant>
		<constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel">
			No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer].
		</constant>
		<constant name="OUT_OF_RANGE_MIX" value="0" enum="OutOfRangeMode">
			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.
		</constant>
		<constant name="OUT_OF_RANGE_PAUSE" value="1" enum="OutOfRangeMode">
			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.
		</constant>
		<constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking">
			Disables doppler tracking.
		</constant>
		<constant name="DOPPLER_TRACKING_IDLE_STEP" value="1" enum="DopplerTracking">
			Executes doppler tracking in idle step.
		</constant>
		<constant name="DOPPLER_TRACKING_PHYSICS_STEP" value="2" enum="DopplerTracking">
			Executes doppler tracking in physics step.
		</constant>
	</constants>
</class>
