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Update audio streams page for Godot 4.3
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tutorials/audio/audio_streams.rst

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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 samples for audio instead of streams,
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this prevents the audio from being garbled in single threaded web exports. By
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default only the web platform will use samples, changing this is not recommended
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unless 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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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.
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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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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
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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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