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Update audio streams page for Godot 4.3
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skyace65 committed Jun 22, 2024
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36 changes: 22 additions & 14 deletions tutorials/audio/audio_streams.rst
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Expand Up @@ -28,15 +28,23 @@ played back often.
AudioStreamPlayer
-----------------

.. image:: img/audio_stream_player.png
.. image:: img/audio_stream_player.webp

This is the standard, non-positional stream player. It can play to any bus.
In 5.1 sound setups, it can send audio to stereo mix or front speakers.

Playback Type is an experimental setting, and could change in future versions
of Godot. It exists so web exports use samples for audio instead of streams,
this prevents the audio from being garbled in single threaded web exports. By
default only the web platform will use samples, changing this is not recommended
unless you have an explicit reason to. You can change the default playback type
for the web and other platforms in the project settings under **Audio > General**
(advanced settings must be turned on to see the setting).

AudioStreamPlayer2D
-------------------

.. image:: img/audio_stream_2d.png
.. image:: img/audio_stream_2d.webp

This is a variant of AudioStreamPlayer, but emits sound in a 2D positional
environment. When close to the left of the screen, the panning will go left.
Expand All @@ -49,20 +57,20 @@ When close to the right side, it will go right.
different reverb or sound qualities to handle action happening in a
particular parts of your game world.

.. image:: img/audio_stream_2d_area.png
.. image:: img/audio_stream_2d_area.webp

AudioStreamPlayer3D
-------------------

.. image:: img/audio_stream_3d.png
.. image:: img/audio_stream_3d.webp

This is a variant of AudioStreamPlayer, but emits sound in a 3D positional
environment. Depending on the location of the player relative to the screen,
it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio setup.

Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus.
Similar to AudioStreamPlayer2D, an Area3D can divert the sound to an audio bus.

.. image:: img/audio_stream_3d_area.png
.. image:: img/audio_stream_3d_area.webp

Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced options:

Expand All @@ -71,20 +79,20 @@ Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced optio
Reverb buses
~~~~~~~~~~~~

Godot allows for 3D audio streams that enter a specific Area node to send dry
Godot allows for 3D audio streams that enter a specific Area3D node to send dry
and wet audio to separate buses. This is useful when you have several reverb
configurations for different types of rooms. This is done by enabling this type
of reverb in the **Reverb Bus** section of the Area's properties:
of reverb in the **Reverb Bus** section of the Area3D's properties:

.. image:: img/audio_stream_reverb_bus.png
.. image:: img/audio_stream_reverb_bus.webp

At the same time, a special bus layout is created where each area receives the
reverb info from each area. A Reverb effect needs to be created and configured
At the same time, a special bus layout is created where each Area3D receives the
reverb info from each Area3D. A Reverb effect needs to be created and configured
in each reverb bus to complete the setup for the desired effect:

.. image:: img/audio_stream_reverb_bus2.png
.. image:: img/audio_stream_reverb_bus2.webp

The Area's **Reverb Bus** section also has a parameter named **Uniformity**.
The Area3D's **Reverb Bus** section also has a parameter named **Uniformity**.
Some types of rooms bounce sounds more than others (like a warehouse), so
reverberation can be heard almost uniformly across the room even though the
source may be far away. Playing around with this parameter can simulate
Expand All @@ -98,7 +106,7 @@ perceived as an increase or decrease in the pitch of the emitted sound.
Godot can track velocity changes in the AudioStreamPlayer3D and Camera nodes.
Both nodes have this property, which must be enabled manually:

.. image:: img/audio_stream_doppler.png
.. image:: img/audio_stream_doppler.webp

Enable it by setting it depending on how objects will be moved:
use **Idle** for objects moved using ``_process``, or **Physics**
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