Inheritance #

AudioStreamPlayer2D
Table of contents

AudioStreamPlayer2D #

is_instantiable, Node2D, Node, core, not_builtin_classes

Plays positional sound in 2D space.

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 AudioListener2D.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).

Members #

var area_mask: int = 1#

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 attenuation: float = 1.0#

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

var autoplay: bool = false#

If true, audio plays when added to scene tree.

var bus: StringName = &"Master"#

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 max_distance: float = 2000.0#

Maximum distance from which audio is still hearable.

var max_polyphony: int = 1#

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 panning_strength: float = 1.0#

Scales the panning strength for this node by multiplying the base ProjectSettings.audio/general/2d_panning_strength with this factor. Higher values will pan audio from left to right more dramatically than lower values.

var pitch_scale: float = 1.0#

The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.

var playback_type = PLAYBACK_TYPE_DEFAULT#

The playback type of the stream player. If set other than to the default value, it will force that playback type.

var playing: bool = false#

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

var stream: AudioStream#

The AudioStream object to be played.

var stream_paused: bool = false#

If true, the playback is paused. You can resume it by setting stream_paused to false.

var volume_db: float = 0.0#

Base volume before attenuation, in decibels.

var volume_linear: float#

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.

Methods #

func get_playback_position() -> float#

Returns the position in the AudioStream.

func get_stream_playback() -> AudioStreamPlayback#

Returns the AudioStreamPlayback object associated with this AudioStreamPlayer2D.

func has_stream_playback() -> bool#

Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.

func play(from_position: float = 0.0) -> void#

Queues the audio to play on the next physics frame, from the given position from_position, in seconds.

func seek(to_position: float) -> void#

Sets the position from which audio will be played, in seconds.

func stop() -> void#

Stops the audio.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

signal finished()#

Emitted when the audio stops playing.

Theme Items #

Tutorials #