AudioStreamPlayer2D

Hereda: Node2D < CanvasItem < Node < Object

Reproduce sonido posicional en el espacio 2D.

Descripción

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).

Tutoriales

Propiedades

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

PlaybackType

playback_type

0

bool

playing

false

AudioStream

stream

bool

stream_paused

false

float

volume_db

0.0

float

volume_linear

Métodos

float

get_playback_position()

AudioStreamPlayback

get_stream_playback()

bool

has_stream_playback()

void

play(from_position: float = 0.0)

void

seek(to_position: float)

void

stop()


Señales

finished() 🔗

Emitida cuando el audio deja de reproducirse.


Descripciones de Propiedades

int area_mask = 1 🔗

  • void set_area_mask(value: int)

  • 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(value: float)

  • float get_attenuation()

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


bool autoplay = false 🔗

  • void set_autoplay(value: bool)

  • bool is_autoplay_enabled()

Si es true, el audio se reproduce cuando se añade al árbol de escenas.


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 🔗

  • void set_max_distance(value: float)

  • float get_max_distance()

Distancia máxima desde la que se puede oír el audio.


int max_polyphony = 1 🔗

  • void set_max_polyphony(value: int)

  • int 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.


float panning_strength = 1.0 🔗

  • void set_panning_strength(value: float)

  • float 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.


float pitch_scale = 1.0 🔗

  • void set_pitch_scale(value: float)

  • float get_pitch_scale()

El tono y el tempo del audio, como multiplicador de la tasa de muestreo de la muestra de audio.


PlaybackType playback_type = 0 🔗

Experimental: Esta propiedad podría ser modificada o eliminada en versiones futuras.

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


bool playing = false 🔗

  • void set_playing(value: bool)

  • bool is_playing()

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


AudioStream stream 🔗

El objeto AudioStream que se va a reproducir.


bool stream_paused = false 🔗

  • void set_stream_paused(value: bool)

  • 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(value: float)

  • float get_volume_db()

Base volume before attenuation, in decibels.


float volume_linear 🔗

  • void set_volume_linear(value: float)

  • float get_volume_linear()

Base 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.


Descripciones de Métodos

float get_playback_position() 🔗

Devuelve la posición en el AudioStream.


AudioStreamPlayback get_stream_playback() 🔗

Devuelve el objeto AudioStreamPlayback asociado a este AudioStreamPlayer2D.


bool has_stream_playback() 🔗

Returns whether the AudioStreamPlayer can return the AudioStreamPlayback object or not.


void play(from_position: float = 0.0) 🔗

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


void seek(to_position: float) 🔗

Establece la posición desde la que se reproducirá el audio, en segundos.


void stop() 🔗

Detiene el audio.