AudioStreamPlayer2D

Inherits: Node2D < CanvasItem < Node < Object Plays positional sound in 2D space.

Description

Plays audio that dampens with distance from screen center. 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).

Tutorials

  • Audio streams

    Properties

    Methods

    Signals

  • finished ( ) Emitted when the audio stops playing.

    Property Descriptions

  • int area_mask 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 Dampens audio over distance with this as an exponent.

  • bool autoplay true, audio plays when added to scene tree.

  • String 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".

  • float max_distance Maximum distance from which audio is still hearable.

  • float pitch_scale The pitch and the tempo of the audio, as a multiplier of the audio sample’s sample rate.

  • bool playing true, audio is playing.

  • AudioStream stream AudioStream object to be played.

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

  • float volume_db Base volume without dampening.

    Method Descriptions

  • float get_playback_position ( ) AudioStream.

  • AudioStreamPlayback get_stream_playback ( ) AudioStreamPlayback object associated with this AudioStreamPlayer2D.

  • play ( float from_position=0.0 ) from_position, in seconds.

  • seek ( float to_position ) Sets the position from which audio will be played, in seconds.

  • stop ( ) Stops the audio.