ab1eaac315
The documentation was stating that the area mask affects where sounds can be heard, which is not true. Instead, the area mask affects audio bus redirection. Thanks to Azedaxen on the Godot forums for providing this description :)
90 lines
4.1 KiB
XML
90 lines
4.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamPlayer2D" inherits="Node2D" version="4.0">
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<brief_description>
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Plays positional sound in 2D space.
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</brief_description>
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<description>
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Plays audio that dampens with distance from screen center.
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See also [AudioStreamPlayer] to play a sound non-positionally.
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[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set [member volume_db] to a very low value like [code]-100[/code] (which isn't audible to human hearing).
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</description>
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<tutorials>
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<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
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</tutorials>
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<methods>
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<method name="get_playback_position">
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<return type="float" />
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<description>
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Returns the position in the [AudioStream].
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</description>
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</method>
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<method name="get_stream_playback">
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<return type="AudioStreamPlayback" />
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<description>
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Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
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</description>
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</method>
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<method name="play">
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<return type="void" />
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<argument index="0" name="from_position" type="float" default="0.0" />
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<description>
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Plays the audio from the given position [code]from_position[/code], in seconds.
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</description>
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</method>
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<method name="seek">
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<return type="void" />
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<argument index="0" name="to_position" type="float" />
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<description>
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Sets the position from which audio will be played, in seconds.
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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Stops the audio.
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</description>
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</method>
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</methods>
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<members>
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<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
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Determines which [Area2D] layers affect the sound for reverb and audio bus effects. Areas can be used to redirect [AudioStream]s 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.
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</member>
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<member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0">
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Dampens audio over distance with this as an exponent.
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</member>
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<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false">
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If [code]true[/code], audio plays when added to scene tree.
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</member>
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<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&"Master"">
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Bus on which this audio is playing.
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</member>
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<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="2000.0">
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Maximum distance from which audio is still hearable.
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</member>
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<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
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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.
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</member>
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<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
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The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
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</member>
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<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
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If [code]true[/code], audio is playing.
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</member>
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<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
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The [AudioStream] object to be played.
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</member>
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<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
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If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
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</member>
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<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
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Base volume without dampening.
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</member>
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</members>
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<signals>
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<signal name="finished">
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<description>
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Emitted when the audio stops playing.
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</description>
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</signal>
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</signals>
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</class>
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