Plays positional sound in 2D space.
Plays audio that dampens with distance from screen center. See also [AudioStreamPlayer] to play a sound non-positionally. [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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Returns the position in the [AudioStream].
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
Plays the audio from the given position [code]from_position[/code], in seconds.
Sets the position from which audio will be played, in seconds.
Stops the audio.
- 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.
- Dampens audio over distance with this as an exponent.
- If [code]true[/code], audio plays when added to scene tree.
- Bus on which this audio is playing.
- Maximum distance from which audio is still hearable.
- The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
- If [code]true[/code], audio is playing.
- The [AudioStream] object to be played.
- If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
- Base volume without dampening.
Emitted when the audio stops playing.