Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [AudioListener2D] can be current. Using [method make_current] will disable the previous [AudioListener2D].
If there is no active [AudioListener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [AudioListener2D] needs to be inside [SceneTree] to function.
</description>
<tutorials>
</tutorials>
<methods>
<methodname="clear_current">
<returntype="void"/>
<description>
Disables the [AudioListener2D]. If it's not set as current, this method will have no effect.
</description>
</method>
<methodname="is_current"qualifiers="const">
<returntype="bool"/>
<description>
Returns [code]true[/code] if this [AudioListener2D] is currently active.
</description>
</method>
<methodname="make_current">
<returntype="void"/>
<description>
Makes the [AudioListener2D] active, setting it as the hearing point for the sounds. If there is already another active [AudioListener2D], it will be disabled.
This method will have no effect if the [AudioListener2D] is not added to [SceneTree].