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
int area_mask = 1Determines 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
float attenuation = 1.0The volume is attenuated over distance with this as an exponent.
bool autoplay = false
bool autoplay = falseIf true, audio plays when added to scene tree.
StringName bus = &"Master"
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
float max_distance = 2000.0Maximum distance from which audio is still hearable.
int max_polyphony = 1
int max_polyphony = 1The 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 panning_strength = 1.0
float panning_strength = 1.0Scales 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.
float pitch_scale = 1.0
float pitch_scale = 1.0The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
int playback_type = 0
int playback_type = 0The playback type of the stream player. If set other than to the default value, it will force that playback type.
bool playing = false
bool playing = falseIf true, audio is playing or is queued to be played (see play()).
AudioStream stream
AudioStream streamThe AudioStream object to be played.
bool stream_paused = false
bool stream_paused = falseIf true, the playback is paused. You can resume it by setting stream_paused to false.
float volume_db = 0.0
float volume_db = 0.0Base volume before attenuation, in decibels.
float volume_linear
float volume_linearBase 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
float get_playback_position()
float get_playback_position()Returns the position in the AudioStream.
AudioStreamPlayback get_stream_playback()
AudioStreamPlayback get_stream_playback()Returns the AudioStreamPlayback object associated with this AudioStreamPlayer2D.
bool has_stream_playback()
bool has_stream_playback()Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.
void play(float from_position = 0.0)
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)
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.