AudioStreamPlayer2D

Inherits: Node2D < CanvasItem < Node < Object

Plays positional sound in 2D space.

Description

Plays audio that dampens with distance from a given position.

By default, audio is heard from the screen center. This can be changed by adding a Listener2D node to the scene and enabling it by calling Listener2D.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).

Tutorials

Properties

int

area_mask

1

float

attenuation

1.0

bool

autoplay

false

String

bus

"Master"

float

max_distance

2000.0

float

pitch_scale

1.0

bool

playing

false

AudioStream

stream

bool

stream_paused

false

float

volume_db

0.0

Methods

float

get_playback_position ( )

AudioStreamPlayback

get_stream_playback ( )

void

play ( float from_position=0.0 )

void

seek ( float to_position )

void

stop ( )


Signals

finished ( )

Emitted when the audio stops playing.


Property Descriptions

int area_mask = 1

  • void set_area_mask ( int value )

  • int get_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.


float attenuation = 1.0

  • void set_attenuation ( float value )

  • float get_attenuation ( )

Dampens audio over distance with this as an exponent.


bool autoplay = false

  • void set_autoplay ( bool value )

  • bool is_autoplay_enabled ( )

If true, audio plays when added to scene tree.


String 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

  • void set_max_distance ( float value )

  • float get_max_distance ( )

Maximum distance from which audio is still hearable.


float pitch_scale = 1.0

  • void set_pitch_scale ( float value )

  • float get_pitch_scale ( )

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


bool playing = false

  • bool is_playing ( )

If true, audio is playing.


AudioStream stream

The AudioStream object to be played.


bool stream_paused = false

  • void set_stream_paused ( bool value )

  • bool get_stream_paused ( )

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


float volume_db = 0.0

  • void set_volume_db ( float value )

  • float get_volume_db ( )

Base volume without dampening.


Method Descriptions

float get_playback_position ( )

Returns the position in the AudioStream.


AudioStreamPlayback get_stream_playback ( )

Returns the AudioStreamPlayback object associated with this AudioStreamPlayer2D.


void play ( float from_position=0.0 )

Plays the audio 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.