Class reference

AudioStreamPlayer2D

Inherits Node2D

Plays positional sound in 2D space.

Description

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).

Properties

int area_mask = 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.

float attenuation = 1.0

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

bool autoplay = false

If true, audio plays when added to scene tree.

StringName bus = &"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".

float max_distance = 2000.0

Maximum distance from which audio is still hearable.

int max_polyphony = 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.

float pitch_scale = 1.0

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

int playback_type = 0

Experimental.

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

bool playing = false

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

bool stream_paused = false

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

float volume_db = 0.0

Base volume before attenuation, in decibels.

Methods

void play(float from_position = 0.0)

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

void seek(float to_position)

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

void stop()

Stops the audio.

Signals

finished()

Emitted when the audio stops playing.

Tutorials

Source revision 4f5b14abade2
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