/** * 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 `20500`. * * 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. * * **Note:** 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 `-100` (which isn't audible to human hearing). * */ declare class AudioStreamPlayer3D extends Spatial { /** * 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 `20500`. * * 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. * * **Note:** 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 `-100` (which isn't audible to human hearing). * */ new(): AudioStreamPlayer3D; static "new"(): AudioStreamPlayer3D /** Areas in which this sound plays. */ area_mask: int; /** 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. */ attenuation_filter_cutoff_hz: float; /** Amount how much the filter affects the loudness, in decibels. */ attenuation_filter_db: float; /** Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation. */ attenuation_model: int; /** If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree. */ autoplay: boolean; /** The bus on which this audio is playing. */ bus: string; /** * Decides in which step the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] should be calculated. * * **Note:** Only effective if the current [Camera]'s [member Camera.doppler_tracking] property is set to a value other than [constant Camera.DOPPLER_TRACKING_DISABLED]. * */ doppler_tracking: int; /** The angle in which the audio reaches cameras undampened. */ emission_angle_degrees: float; /** If [code]true[/code], the audio should be dampened according to the direction of the sound. */ emission_angle_enabled: boolean; /** Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels. */ emission_angle_filter_attenuation_db: float; /** Sets the absolute maximum of the soundlevel, in decibels. */ max_db: float; /** Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. */ max_distance: float; /** Decides if audio should pause when source is outside of [member max_distance] range. */ out_of_range_mode: int; /** The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. */ pitch_scale: float; /** If [code]true[/code], audio is playing. */ playing: boolean; /** The [AudioStream] resource to be played. */ stream: AudioStream; /** If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. */ stream_paused: boolean; /** The base sound level unaffected by dampening, in decibels. */ unit_db: float; /** The factor for the attenuation effect. Higher values make the sound audible over a larger distance. */ unit_size: float; /** Returns the position in the [AudioStream]. */ get_playback_position(): float; /** Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D]. */ get_stream_playback(): AudioStreamPlayback; /** Plays the audio from the given position [code]from_position[/code], in seconds. */ play(from_position?: float): void; /** Sets the position from which audio will be played, in seconds. */ seek(to_position: float): void; /** Stops the audio. */ stop(): void; connect>(signal: T, method: SignalFunction): number; /** * Linear dampening of loudness according to distance. * */ static ATTENUATION_INVERSE_DISTANCE: any; /** * Squared dampening of loudness according to distance. * */ static ATTENUATION_INVERSE_SQUARE_DISTANCE: any; /** * Logarithmic dampening of loudness according to distance. * */ static ATTENUATION_LOGARITHMIC: any; /** * No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. [constant ATTENUATION_DISABLED] can be combined with a [member max_distance] value greater than `0.0` to achieve linear attenuation clamped to a sphere of a defined size. * */ static ATTENUATION_DISABLED: any; /** * 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. * */ static OUT_OF_RANGE_MIX: any; /** * 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. * */ static OUT_OF_RANGE_PAUSE: any; /** * Disables doppler tracking. * */ static DOPPLER_TRACKING_DISABLED: any; /** * Executes doppler tracking in idle step (every rendered frame). * */ static DOPPLER_TRACKING_IDLE_STEP: any; /** * Executes doppler tracking in physics step (every simulated physics frame). * */ static DOPPLER_TRACKING_PHYSICS_STEP: any; /** * Emitted when the audio stops playing. * */ $finished: Signal<() => void> }