Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
AudioStreamPlayer2D¶
Inherits: Node2D < CanvasItem < Node < Object
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).
Tutorials¶
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods¶
void |
|
void |
|
void |
stop ( ) |
Signals¶
finished ( )
Emitted when the audio stops playing.
Property Descriptions¶
int area_mask = 1
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
The volume is attenuated over distance with this as an exponent.
bool autoplay = false
If true
, audio plays when added to scene tree.
StringName bus = &"Master"
void set_bus ( StringName value )
StringName 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"
.
float max_dis