AudioStreamPlayer2D
继承: Node2D
< CanvasItem
< Node
< Object
Plays positional sound in 2D space.
描述
Plays audio that is attenuated with distance to the listener.
By default, audio is heard from the screen center. This can be changed by adding an AudioListener2D
node to the scene and enabling it by calling AudioListener2D.make_current
on it.
See also AudioStreamPlayer
to play a sound non-positionally.
Note: Hiding an AudioStreamPlayer2D node does not disable its audio output. To temporarily disable an AudioStreamPlayer2D's audio output, set volume_db
to a very low value like -100
(which isn't audible to human hearing).
属性
方法
float | get_playback_position ( ) |
AudioStreamPlayback | get_stream_playback ( ) |
bool | has_stream_playback ( ) |
void | play ( from_position: float = 0.0 ) |
void | seek ( to_position: float ) |
void | stop ( ) |
信号
finished ( )
Emitted when the audio stops playing.
属性说明
int
area_mask = 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.
float
attenuation = 1.0
The volume is attenuated over distance with this as an exponent.
bool
autoplay = false
If true
, audio plays when added to scene tree.
StringName
bus = &"Master"
void
set_bus ( value:StringName
)StringName
get_bus ( )
Bus on which this audio is playing.
Note: When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to "Master"
.
float
max_distance = 2000.0
Maximum distance from which audio is still hearable.
int
max_polyphony = 1
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.
float
panning_strength = 1.0
Scales the panning strength for this node by multiplying the base ProjectSettings.audio/general/2d_panning_strength
with this factor. Higher values will pan audio from left to right more dramatically than lower values.
float
pitch_scale = 1.0
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
PlaybackType playback_type = 0
void
set_playback_type ( value: PlaybackType )- PlaybackType get_playback_type ( )
实验性: 未来版本中可能会修改或移除该属性。
The playback type of the stream player. If set other than to the default value, it will force that playback type.
bool
playing = false
If true
, audio is playing or is queued to be played (see play
).
AudioStream
stream
void
set_stream ( value:AudioStream
)AudioStream
get_stream ( )
The AudioStream
object to be played.
bool
stream_paused = false
If true
, the playback is paused. You can resume it by setting stream_paused
to false
.
float
volume_db = 0.0
Base volume before attenuation.
方法说明
float
get_playback_position ( )
Returns the position in the AudioStream
.
AudioStreamPlayback
get_stream_playback ( )
Returns the AudioStreamPlayback
object associated with this AudioStreamPlayer2D.
bool
has_stream_playback ( )
Returns whether the AudioStreamPlayer
can return the AudioStreamPlayback
object or not.
void
play ( from_position: float
= 0.0 )
Queues the audio to play on the next physics frame, from the given position from_position
, in seconds.
void
seek ( to_position: float
)
Sets the position from which audio will be played, in seconds.
void
stop ( )
Stops the audio.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。