@@ -28,15 +28,24 @@ played back often.
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AudioStreamPlayer
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-----------------
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- .. image :: img/audio_stream_player.png
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+ .. image :: img/audio_stream_player.webp
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This is the standard, non-positional stream player. It can play to any bus.
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In 5.1 sound setups, it can send audio to stereo mix or front speakers.
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+ Playback Type is an experimental setting, and could change in future versions
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+ of Godot. It exists so Web exports use Web Audio-API based samples instead of
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+ streaming all sounds to the browser, unlike most platforms. This prevents the
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+ audio from being garbled in single-threaded Web exports. By default, only the
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+ Web platform will use samples. Changing this setting is not recommended, unless
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+ you have an explicit reason to. You can change the default playback type
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+ for the web and other platforms in the project settings under **Audio > General **
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+ (advanced settings must be turned on to see the setting).
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+
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AudioStreamPlayer2D
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-------------------
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- .. image :: img/audio_stream_2d.png
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+ .. image :: img/audio_stream_2d.webp
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This is a variant of AudioStreamPlayer, but emits sound in a 2D positional
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environment. When close to the left of the screen, the panning will go left.
@@ -49,20 +58,20 @@ When close to the right side, it will go right.
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different reverb or sound qualities to handle action happening in a
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particular parts of your game world.
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- .. image :: img/audio_stream_2d_area.png
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+ .. image :: img/audio_stream_2d_area.webp
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AudioStreamPlayer3D
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-------------------
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- .. image :: img/audio_stream_3d.png
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+ .. image :: img/audio_stream_3d.webp
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This is a variant of AudioStreamPlayer, but emits sound in a 3D positional
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environment. Depending on the location of the player relative to the screen,
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it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio setup.
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- Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus.
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+ Similar to AudioStreamPlayer2D, an Area3D can divert the sound to an audio bus.
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- .. image :: img/audio_stream_3d_area.png
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+ .. image :: img/audio_stream_3d_area.webp
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Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced options:
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@@ -71,20 +80,20 @@ Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced optio
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Reverb buses
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~~~~~~~~~~~~
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- Godot allows for 3D audio streams that enter a specific Area node to send dry
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+ Godot allows for 3D audio streams that enter a specific Area3D node to send dry
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and wet audio to separate buses. This is useful when you have several reverb
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configurations for different types of rooms. This is done by enabling this type
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- of reverb in the **Reverb Bus ** section of the Area 's properties:
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+ of reverb in the **Reverb Bus ** section of the Area3D 's properties:
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- .. image :: img/audio_stream_reverb_bus.png
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+ .. image :: img/audio_stream_reverb_bus.webp
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- At the same time, a special bus layout is created where each area receives the
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- reverb info from each area . A Reverb effect needs to be created and configured
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+ At the same time, a special bus layout is created where each Area3D receives the
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+ reverb info from each Area3D . A Reverb effect needs to be created and configured
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in each reverb bus to complete the setup for the desired effect:
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- .. image :: img/audio_stream_reverb_bus2.png
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+ .. image :: img/audio_stream_reverb_bus2.webp
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- The Area 's **Reverb Bus ** section also has a parameter named **Uniformity **.
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+ The Area3D 's **Reverb Bus ** section also has a parameter named **Uniformity **.
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Some types of rooms bounce sounds more than others (like a warehouse), so
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reverberation can be heard almost uniformly across the room even though the
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source may be far away. Playing around with this parameter can simulate
@@ -98,7 +107,7 @@ perceived as an increase or decrease in the pitch of the emitted sound.
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Godot can track velocity changes in the AudioStreamPlayer3D and Camera nodes.
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Both nodes have this property, which must be enabled manually:
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- .. image :: img/audio_stream_doppler.png
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+ .. image :: img/audio_stream_doppler.webp
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Enable it by setting it depending on how objects will be moved:
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use **Idle ** for objects moved using ``_process ``, or **Physics **
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