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Copy file name to clipboardExpand all lines: doc/classes/AudioServer.xml
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If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode.
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</description>
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</method>
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<methodname="is_enabled"qualifiers="const">
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<returntype="bool" />
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<description>
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If [code]false[/code], the audio server is disabled/muted.
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</description>
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</method>
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<methodname="lock">
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<returntype="void" />
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<description>
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Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/code].
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</description>
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</method>
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<methodname="set_enabled">
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<returntype="void" />
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<argumentindex="0"name="enabled"type="bool" />
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<description>
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If [code]true[/code], the audio server is enabled and can output or input audio. Setting this to [code]false[/code] will mute audio input/output and minimize audio CPU usage.
Safer override for [member audio/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
If [code]true[/code], the current audio driver will be automatically disabled when the application loses focus, and re-enabled when the application regains focus.
If [code]true[/code], the current audio driver will be automatically disabled when the application is paused by the OS, and re-enabled when the application is resumed.
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[b]Note:[/b] This only affects platforms where the OS can pause applications (typically Android and iOS). This does not refer to in-game pausing, where you can manually mute audio by calling [method AudioServer.set_enabled].
If [code]true[/code], the current audio driver will be automatically disabled after a period of silence is detected, and re-enabled when audio attempts to play. This may result in temporarily higher audio latency when audio restarts after being muted.
Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
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Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency.
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