Class AudioStreamPlayer2D
Plays positional sound in 2D space.
- Inheritance
-
AudioStreamPlayer2D
Remarks
Plays audio that is attenuated with distance to the listener.
By default, audio is heard from the screen center. This can be changed by adding an AudioListener2D node to the scene and enabling it by calling make_current on it.
See also AudioStreamPlayer to play a sound non-positionally.
Note: Hiding an AudioStreamPlayer2D node does not disable its audio output. To temporarily disable an AudioStreamPlayer2D's audio output, set volume_db to a very low value like -100
(which isn't audible to human hearing).
See Also
Properties
area_mask
Determines which Area2D layers affect the sound for reverb and audio bus effects. Areas can be used to redirect AudioStreams 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.
var area_mask : int = 1
Property Value
Remarks
attenuation
The volume is attenuated over distance with this as an exponent.
var attenuation : float = 1.0
Property Value
Remarks
autoplay
If true
, audio plays when added to scene tree.
var autoplay : bool = false
Property Value
Remarks
bus
Bus on which this audio is playing.
Note: 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 "Master"
.
var bus : StringName = &"Master"
Property Value
Remarks
- void set_bus(StringName value)
- StringName get_bus
max_distance
Maximum distance from which audio is still hearable.
var max_distance : float = 2000.0
Property Value
Remarks
max_polyphony
The maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.
var max_polyphony : int = 1
Property Value
Remarks
panning_strength
Scales the panning strength for this node by multiplying the base audio/general/2d_panning_strength with this factor. Higher values will pan audio from left to right more dramatically than lower values.
var panning_strength : float = 1.0
Property Value
Remarks
pitch_scale
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
var pitch_scale : float = 1.0
Property Value
Remarks
playback_type
The playback type of the stream player. If set other than to the default value, it will force that playback type.
var playback_type : int = 0
Property Value
Remarks
playing
If true
, audio is playing or is queued to be played (see AudioStreamPlayer2D.play).
var playing : bool = false
Property Value
Remarks
stream
The AudioStream object to be played.
var stream : AudioStream
Property Value
Remarks
- void set_stream(AudioStream value)
- AudioStream get_stream
stream_paused
If true
, the playback is paused. You can resume it by setting stream_paused to false
.
var stream_paused : bool = false
Property Value
Remarks
volume_db
Base volume before attenuation, in decibels.
var volume_db : float = 0.0
Property Value
Remarks
volume_linear
Base volume before attenuation, as a linear value.
Note: This member modifies volume_db for convenience. The returned value is equivalent to the result of @GlobalScope.db_to_linear on volume_db. Setting this member is equivalent to setting volume_db to the result of @GlobalScope.linear_to_db on a value.
var volume_linear : float
Property Value
Remarks
Methods
get_playback_position
Returns the position in the AudioStream.
float get_playback_position
get_stream_playback
Returns the AudioStreamPlayback object associated with this AudioStreamPlayer2D.
AudioStreamPlayback get_stream_playback
has_stream_playback
Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.
bool has_stream_playback
play(float)
Queues the audio to play on the next physics frame, from the given position from_position
, in seconds.
void play(float from_position)
Parameters
from_position
float
seek(float)
Sets the position from which audio will be played, in seconds.
void seek(float to_position)
Parameters
to_position
float
stop
Stops the audio.
void stop
Events
finished
Emitted when the audio stops playing.
signal finished