Plays positional sound in 3D space. 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 [code]20500[/code]. 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. [b]Note:[/b] 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 [code]-100[/code] (which isn't audible to human hearing). https://docs.godotengine.org/en/3.5.1/tutorials/audio/audio_streams.html Returns the position in the [AudioStream]. Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer3D]. Plays the audio from the given position [code]from_position[/code], in seconds. Sets the position from which audio will be played, in seconds. Stops the audio. Determines which [Area] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater. 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. Amount how much the filter affects the loudness, in decibels. Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation. If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree. The bus on which this audio is playing. [b]Note:[/b] When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to [code]"Master"[/code]. Decides in which step the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] should be calculated. [b]Note:[/b] Only effective if the current [Camera]'s [member Camera.doppler_tracking] property is set to a value other than [constant Camera.DOPPLER_TRACKING_DISABLED]. The angle in which the audio reaches cameras undampened. If [code]true[/code], the audio should be dampened according to the direction of the sound. Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels. Sets the absolute maximum of the soundlevel, in decibels. Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. Decides if audio should pause when source is outside of [member max_distance] range. The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. If [code]true[/code], audio is playing. The [AudioStream] resource to be played. If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. The base sound level unaffected by dampening, in decibels. The factor for the attenuation effect. Higher values make the sound audible over a larger distance. Emitted when the audio stops playing. Linear dampening of loudness according to distance. Squared dampening of loudness according to distance. Logarithmic dampening of loudness according to distance. 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 [code]0.0[/code] to achieve linear attenuation clamped to a sphere of a defined size. 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. 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. Disables doppler tracking. Executes doppler tracking in idle step (every rendered frame). Executes doppler tracking in physics step (every simulated physics frame).