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90 lines
3.8 KiB
XML
90 lines
3.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamPlayer2D" inherits="Node2D" version="3.5">
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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>$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="String" 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="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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<constants>
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</constants>
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</class>
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