Table of Contents

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

int

Remarks

  • void set_area_mask(int value)
  • int get_area_mask

attenuation

The volume is attenuated over distance with this as an exponent.

var attenuation : float = 1.0

Property Value

float

Remarks

  • void set_attenuation(float value)
  • float get_attenuation

autoplay

If true, audio plays when added to scene tree.

var autoplay : bool = false

Property Value

bool

Remarks

  • void set_autoplay(bool value)
  • bool is_autoplay_enabled

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

StringName

Remarks

max_distance

Maximum distance from which audio is still hearable.

var max_distance : float = 2000.0

Property Value

float

Remarks

  • void set_max_distance(float value)
  • float get_max_distance

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

int

Remarks

  • void set_max_polyphony(int value)
  • int get_max_polyphony

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

float

Remarks

  • void set_panning_strength(float value)
  • float get_panning_strength

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

float

Remarks

  • void set_pitch_scale(float value)
  • float get_pitch_scale

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

int

Remarks

  • void set_playback_type(int value)
  • int get_playback_type

playing

If true, audio is playing or is queued to be played (see AudioStreamPlayer2D.play).

var playing : bool = false

Property Value

bool

Remarks

  • void set_playing(bool value)
  • bool is_playing

stream

The AudioStream object to be played.

var stream : AudioStream

Property Value

AudioStream

Remarks

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

bool

Remarks

  • void set_stream_paused(bool value)
  • bool get_stream_paused

volume_db

Base volume before attenuation, in decibels.

var volume_db : float = 0.0

Property Value

float

Remarks

  • void set_volume_db(float value)
  • float get_volume_db

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

float

Remarks

  • void set_volume_linear(float value)
  • float get_volume_linear

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