@@ -33,6 +33,14 @@ AudioStreamPlayer
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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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+
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AudioStreamPlayer2D
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-------------------
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@@ -60,7 +68,7 @@ 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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@@ -71,20 +79,20 @@ 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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- 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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- 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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