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.
https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html
Returns the position in the [AudioStream].
Plays the audio from the given position 'from_position', in seconds.
Sets the position from which audio will be played, in seconds.
Stops the audio.
- Areas in which this sound plays.
- Dampens audio above this frequency, in Hz.
- Amount how much the filter affects the loudness, in dB.
- Decides if audio should get quieter with distance linearly, quadratically or logarithmically.
- If [code]true[/code], audio plays when added to scene tree. Default value: [code]false[/code].
- Bus on which this audio is playing.
- Decides in which step the Doppler effect should be calculated.
- The angle in which the audio reaches cameras undampened.
- If [code]true[/code], the audio should be dampened according to the direction of the sound.
- dampens audio if camera is outside of 'emission_angle_degrees' and 'emission_angle_enabled' is set by this factor, in dB.
- Sets the absolute maximum of the soundlevel, in dB.
- Sets the distance from which the 'out_of_range_mode' takes effect. Has no effect if set to 0.
- Decides if audio should pause when source is outside of 'max_distance' range.
- Changes the pitch and the tempo of the audio.
- If [code]true[/code], audio is playing.
- The [AudioStream] object to be played.
- Base sound level unaffected by dampening, in dB.
- Factor for the attenuation effect.
Fires when the audio stops playing.
Linear dampening of loudness according to distance.
Squared dampening of loudness according to distance.
Logarithmic dampening of loudness according to distance.
Mix this audio in, even when it's out of range.
Pause this audio when it gets out of range.
Disables doppler tracking.
Executes doppler tracking in idle step.
Executes doppler tracking in physics step.