mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
90 lines
3.9 KiB
XML
90 lines
3.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="AudioStreamPlayer2D" inherits="Node2D" version="3.5">
|
|
<brief_description>
|
|
Plays positional sound in 2D space.
|
|
</brief_description>
|
|
<description>
|
|
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).
|
|
</description>
|
|
<tutorials>
|
|
<link>$DOCS_URL/tutorials/audio/audio_streams.html</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_playback_position">
|
|
<return type="float" />
|
|
<description>
|
|
Returns the position in the [AudioStream].
|
|
</description>
|
|
</method>
|
|
<method name="get_stream_playback">
|
|
<return type="AudioStreamPlayback" />
|
|
<description>
|
|
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
|
|
</description>
|
|
</method>
|
|
<method name="play">
|
|
<return type="void" />
|
|
<argument index="0" name="from_position" type="float" default="0.0" />
|
|
<description>
|
|
Plays the audio from the given position [code]from_position[/code], in seconds.
|
|
</description>
|
|
</method>
|
|
<method name="seek">
|
|
<return type="void" />
|
|
<argument index="0" name="to_position" type="float" />
|
|
<description>
|
|
Sets the position from which audio will be played, in seconds.
|
|
</description>
|
|
</method>
|
|
<method name="stop">
|
|
<return type="void" />
|
|
<description>
|
|
Stops the audio.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" default="1">
|
|
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.
|
|
</member>
|
|
<member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0">
|
|
Dampens audio over distance with this as an exponent.
|
|
</member>
|
|
<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false">
|
|
If [code]true[/code], audio plays when added to scene tree.
|
|
</member>
|
|
<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="@"Master"">
|
|
Bus on which this audio is playing.
|
|
</member>
|
|
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="2000.0">
|
|
Maximum distance from which audio is still hearable.
|
|
</member>
|
|
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
|
|
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
|
|
</member>
|
|
<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
|
|
If [code]true[/code], audio is playing.
|
|
</member>
|
|
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
|
|
The [AudioStream] object to be played.
|
|
</member>
|
|
<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
|
|
If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
|
|
</member>
|
|
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
|
|
Base volume without dampening.
|
|
</member>
|
|
</members>
|
|
<signals>
|
|
<signal name="finished">
|
|
<description>
|
|
Emitted when the audio stops playing.
|
|
</description>
|
|
</signal>
|
|
</signals>
|
|
<constants>
|
|
</constants>
|
|
</class>
|