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 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).

Tutorials

Properties

int

area_mask

1

float

attenuation

1.0

bool

autoplay

false

StringName

bus

&"Master"

float

max_distance

2000.0

int

max_polyphony

1

float

panning_strength

1.0

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

Default

1

Setter

set_area_mask(value)

Getter

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.


Default

1.0

Setter

set_attenuation(value)

Getter

get_attenuation()

Dampens audio over distance with this as an exponent.


Default

false

Setter

set_autoplay(value)

Getter

is_autoplay_enabled()

If true, audio plays when added to scene tree.


Default

&"Master"

Setter

set_bus(value)

Getter

get_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".


Default

2000.0

Setter

set_max_distance(value)

Getter

get_max_distance()

Maximum distance from which audio is still hearable.


  • int max_polyphony

Default

1

Setter

set_max_polyphony(value)

Getter

get_max_polyphony()

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.


Default

1.0

Setter

set_panning_strength(value)

Getter

get_panning_strength()

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.


Default

1.0

Setter

set_pitch_scale(value)

Getter

get_pitch_scale()

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


Default

false

Getter

is_playing()

If true, audio is playing.


Setter

set_stream(value)

Getter

get_stream()

The AudioStream object to be played.


  • bool stream_paused

Default

false

Setter

set_stream_paused(value)

Getter

get_stream_paused()

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


Default

0.0

Setter

set_volume_db(value)

Getter

get_volume_db()

Base volume without dampening.

Method Descriptions

  • float get_playback_position ( )

Returns the position in the AudioStream.


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.