class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeCanvasItemNode2D AudioStreamPlayer2D
Plays positional sound in 2D space.

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.

finished finished<>():finished

Emitted when the audio stops playing.

int area_mask<>():int

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<>():float

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

bool autoplay<>():bool

If true, audio plays when added to scene tree.

StringName bus<>():StringName

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<>():float

Maximum distance from which audio is still hearable.

int max_polyphony<>():int

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<>():float

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<>():float

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

bool playing<>():bool

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

AudioStream stream<>():AudioStream

The AudioStream object to be played.

bool stream_paused<>():bool

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

float volume_db<>():float

Base volume before attenuation.

float get_playback_position<>():float

Returns the position in the AudioStream.

AudioStreamPlayback get_stream_playback<>():AudioStreamPlayback

Returns the AudioStreamPlayback object associated with this AudioStreamPlayer2D.

bool has_stream_playback<>():bool

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

void play<>( float from_position=0.0, from_position:float=0.0, ):void

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

void seek<>( float to_position=, to_position:float=, ):void

Sets the position from which audio will be played, in seconds.

void stop<>():void

Stops the audio.




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