Plays 3D 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. https://docs.godotengine.org/en/3.3/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. Areas in which this sound plays. 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. Decides in which step the Doppler effect should be calculated. 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]. 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. Executes doppler tracking in physics step.