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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AudioStreamPlayer2D" inherits= "Node2D" version= "3.5" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Plays positional sound in 2D space.
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</brief_description>
<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.
[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>
<tutorials >
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<link > $DOCS_URL/tutorials/audio/audio_streams.html</link>
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</tutorials>
<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>
</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>
</method>
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<method name= "play" >
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<return type= "void" />
<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>
</method>
<method name= "seek" >
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<return type= "void" />
<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>
</method>
<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>
</method>
</methods>
<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>
</members>
<signals >
<signal name= "finished" >
<description >
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Emitted when the audio stops playing.
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</description>
</signal>
</signals>
<constants >
</constants>
</class>