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ReStructuredText
280 lines
11 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the AudioStreamPlayer2D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_AudioStreamPlayer2D:
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AudioStreamPlayer2D
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===================
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Plays positional sound in 2D space.
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Description
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-----------
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Plays audio that dampens with distance from screen center.
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See also :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` to play a sound non-positionally.
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**Note:** Hiding an ``AudioStreamPlayer2D`` node does not disable its audio output. To temporarily disable an ``AudioStreamPlayer2D``'s audio output, set :ref:`volume_db<class_AudioStreamPlayer2D_property_volume_db>` to a very low value like ``-100`` (which isn't audible to human hearing).
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Tutorials
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---------
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- :doc:`../tutorials/audio/audio_streams`
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Properties
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----------
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`int<class_int>` | :ref:`area_mask<class_AudioStreamPlayer2D_property_area_mask>` | ``1`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`float<class_float>` | :ref:`attenuation<class_AudioStreamPlayer2D_property_attenuation>` | ``1.0`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`bool<class_bool>` | :ref:`autoplay<class_AudioStreamPlayer2D_property_autoplay>` | ``false`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`String<class_String>` | :ref:`bus<class_AudioStreamPlayer2D_property_bus>` | ``"Master"`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`float<class_float>` | :ref:`max_distance<class_AudioStreamPlayer2D_property_max_distance>` | ``2000.0`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`float<class_float>` | :ref:`pitch_scale<class_AudioStreamPlayer2D_property_pitch_scale>` | ``1.0`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`bool<class_bool>` | :ref:`playing<class_AudioStreamPlayer2D_property_playing>` | ``false`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`AudioStream<class_AudioStream>` | :ref:`stream<class_AudioStreamPlayer2D_property_stream>` | |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`bool<class_bool>` | :ref:`stream_paused<class_AudioStreamPlayer2D_property_stream_paused>` | ``false`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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| :ref:`float<class_float>` | :ref:`volume_db<class_AudioStreamPlayer2D_property_volume_db>` | ``0.0`` |
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+---------------------------------------+------------------------------------------------------------------------+--------------+
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Methods
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-------
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+-------------------------------------------------------+------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_playback_position<class_AudioStreamPlayer2D_method_get_playback_position>` **(** **)** |
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+-------------------------------------------------------+------------------------------------------------------------------------------------------------------------+
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| :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` | :ref:`get_stream_playback<class_AudioStreamPlayer2D_method_get_stream_playback>` **(** **)** |
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+-------------------------------------------------------+------------------------------------------------------------------------------------------------------------+
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| void | :ref:`play<class_AudioStreamPlayer2D_method_play>` **(** :ref:`float<class_float>` from_position=0.0 **)** |
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+-------------------------------------------------------+------------------------------------------------------------------------------------------------------------+
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| void | :ref:`seek<class_AudioStreamPlayer2D_method_seek>` **(** :ref:`float<class_float>` to_position **)** |
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+-------------------------------------------------------+------------------------------------------------------------------------------------------------------------+
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| void | :ref:`stop<class_AudioStreamPlayer2D_method_stop>` **(** **)** |
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+-------------------------------------------------------+------------------------------------------------------------------------------------------------------------+
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Signals
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-------
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.. _class_AudioStreamPlayer2D_signal_finished:
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- **finished** **(** **)**
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Emitted when the audio stops playing.
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Property Descriptions
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---------------------
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.. _class_AudioStreamPlayer2D_property_area_mask:
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- :ref:`int<class_int>` **area_mask**
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+-----------+----------------------+
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| *Default* | ``1`` |
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+-----------+----------------------+
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| *Setter* | set_area_mask(value) |
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+-----------+----------------------+
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| *Getter* | get_area_mask() |
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+-----------+----------------------+
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Determines which :ref:`Area2D<class_Area2D>` layers affect the sound for reverb and audio bus effects. Areas can be used to redirect :ref:`AudioStream<class_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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----
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.. _class_AudioStreamPlayer2D_property_attenuation:
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- :ref:`float<class_float>` **attenuation**
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+-----------+------------------------+
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| *Default* | ``1.0`` |
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+-----------+------------------------+
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| *Setter* | set_attenuation(value) |
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+-----------+------------------------+
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| *Getter* | get_attenuation() |
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+-----------+------------------------+
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Dampens audio over distance with this as an exponent.
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----
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.. _class_AudioStreamPlayer2D_property_autoplay:
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- :ref:`bool<class_bool>` **autoplay**
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+-----------+-----------------------+
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| *Default* | ``false`` |
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+-----------+-----------------------+
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| *Setter* | set_autoplay(value) |
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+-----------+-----------------------+
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| *Getter* | is_autoplay_enabled() |
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+-----------+-----------------------+
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If ``true``, audio plays when added to scene tree.
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----
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.. _class_AudioStreamPlayer2D_property_bus:
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- :ref:`String<class_String>` **bus**
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+-----------+----------------+
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| *Default* | ``"Master"`` |
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+-----------+----------------+
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| *Setter* | set_bus(value) |
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+-----------+----------------+
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| *Getter* | get_bus() |
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+-----------+----------------+
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Bus on which this audio is playing.
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----
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.. _class_AudioStreamPlayer2D_property_max_distance:
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- :ref:`float<class_float>` **max_distance**
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+-----------+-------------------------+
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| *Default* | ``2000.0`` |
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+-----------+-------------------------+
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| *Setter* | set_max_distance(value) |
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+-----------+-------------------------+
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| *Getter* | get_max_distance() |
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+-----------+-------------------------+
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Maximum distance from which audio is still hearable.
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----
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.. _class_AudioStreamPlayer2D_property_pitch_scale:
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- :ref:`float<class_float>` **pitch_scale**
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+-----------+------------------------+
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| *Default* | ``1.0`` |
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+-----------+------------------------+
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| *Setter* | set_pitch_scale(value) |
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+-----------+------------------------+
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| *Getter* | get_pitch_scale() |
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+-----------+------------------------+
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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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----
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.. _class_AudioStreamPlayer2D_property_playing:
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- :ref:`bool<class_bool>` **playing**
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+-----------+--------------+
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| *Default* | ``false`` |
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+-----------+--------------+
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| *Getter* | is_playing() |
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+-----------+--------------+
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If ``true``, audio is playing.
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----
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.. _class_AudioStreamPlayer2D_property_stream:
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- :ref:`AudioStream<class_AudioStream>` **stream**
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+----------+-------------------+
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| *Setter* | set_stream(value) |
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+----------+-------------------+
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| *Getter* | get_stream() |
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+----------+-------------------+
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The :ref:`AudioStream<class_AudioStream>` object to be played.
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----
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.. _class_AudioStreamPlayer2D_property_stream_paused:
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- :ref:`bool<class_bool>` **stream_paused**
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+-----------+--------------------------+
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| *Default* | ``false`` |
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+-----------+--------------------------+
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| *Setter* | set_stream_paused(value) |
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+-----------+--------------------------+
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| *Getter* | get_stream_paused() |
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+-----------+--------------------------+
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If ``true``, the playback is paused. You can resume it by setting ``stream_paused`` to ``false``.
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----
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.. _class_AudioStreamPlayer2D_property_volume_db:
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- :ref:`float<class_float>` **volume_db**
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+-----------+----------------------+
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| *Default* | ``0.0`` |
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+-----------+----------------------+
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| *Setter* | set_volume_db(value) |
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+-----------+----------------------+
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| *Getter* | get_volume_db() |
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+-----------+----------------------+
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Base volume without dampening.
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Method Descriptions
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-------------------
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.. _class_AudioStreamPlayer2D_method_get_playback_position:
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- :ref:`float<class_float>` **get_playback_position** **(** **)**
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Returns the position in the :ref:`AudioStream<class_AudioStream>`.
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----
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.. _class_AudioStreamPlayer2D_method_get_stream_playback:
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- :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)**
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Returns the :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` object associated with this ``AudioStreamPlayer2D``.
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----
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.. _class_AudioStreamPlayer2D_method_play:
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- void **play** **(** :ref:`float<class_float>` from_position=0.0 **)**
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Plays the audio from the given position ``from_position``, in seconds.
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----
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.. _class_AudioStreamPlayer2D_method_seek:
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- void **seek** **(** :ref:`float<class_float>` to_position **)**
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Sets the position from which audio will be played, in seconds.
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----
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.. _class_AudioStreamPlayer2D_method_stop:
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- void **stop** **(** **)**
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Stops the audio.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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