Plays back audio non-positionally. Plays an audio stream non-positionally. To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer]. $DOCS_URL/tutorials/audio/audio_streams.html https://godotengine.org/asset-library/asset/515 https://godotengine.org/asset-library/asset/525 https://godotengine.org/asset-library/asset/526 https://godotengine.org/asset-library/asset/527 https://godotengine.org/asset-library/asset/528 Returns the position in the [AudioStream] in seconds. Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer]. Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] object or not. Plays the audio from the given [param from_position], in seconds. Sets the position from which audio will be played, in seconds. Stops the audio. If [code]true[/code], audio plays when added to scene tree. Bus on which this audio is playing. [b]Note:[/b] 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 [code]"Master"[/code]. 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. If the audio configuration has more than two speakers, this sets the target channels. See [enum MixTarget] constants. The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. If [code]true[/code], audio is playing. The [AudioStream] object to be played. If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. Volume of sound, in dB. Emitted when the audio stops playing. The audio will be played only on the first channel. The audio will be played on all surround channels. The audio will be played on the second channel, which is usually the center.