Class AudioStreamPlayer
- Namespace
- Godot
- Assembly
- GodotSharp.dll
The AudioStreamPlayer node plays an audio stream non-positionally. It is ideal for user interfaces, menus, or background music.
To use this node, Stream needs to be set to a valid AudioStream resource. Playing more than one sound at the same time is also supported, see MaxPolyphony.
If you need to play audio at a specific position, use AudioStreamPlayer2D or AudioStreamPlayer3D instead.
public class AudioStreamPlayer : Node, IDisposable
- Inheritance
-
AudioStreamPlayer
- Implements
- Inherited Members
Constructors
AudioStreamPlayer()
public AudioStreamPlayer()
Properties
Autoplay
If true, this node calls Play(float) when entering the tree.
public bool Autoplay { get; set; }
Property Value
Bus
The target bus name. All sounds from this node will be playing on this bus.
Note: At runtime, if no bus with the given name exists, all sounds will fall back on "Master"
. See also GetBusName(int).
public StringName Bus { get; set; }
Property Value
MaxPolyphony
The maximum number of sounds this node can play at the same time. Calling Play(float) after this value is reached will cut off the oldest sounds.
public int MaxPolyphony { get; set; }
Property Value
MixTarget
The mix target channels, as one of the AudioStreamPlayer.MixTargetEnum constants. Has no effect when two speakers or less are detected (see AudioServer.SpeakerMode).
public AudioStreamPlayer.MixTargetEnum MixTarget { get; set; }
Property Value
PitchScale
The audio's pitch and tempo, as a multiplier of the Stream's sample rate. A value of 2.0
doubles the audio's pitch, while a value of 0.5
halves the pitch.
public float PitchScale { get; set; }
Property Value
PlaybackType
The playback type of the stream player. If set other than to the default value, it will force that playback type.
public AudioServer.PlaybackType PlaybackType { get; set; }
Property Value
Playing
If true, this node is playing sounds. Setting this property has the same effect as Play(float) and Stop().
public bool Playing { get; set; }
Property Value
Stream
The AudioStream resource to be played. Setting this property stops all currently playing sounds. If left empty, the AudioStreamPlayer does not work.
public AudioStream Stream { get; set; }
Property Value
StreamPaused
If true, the sounds are paused. Setting StreamPaused to false resumes all sounds.
Note: This property is automatically changed when exiting or entering the tree, or this node is paused (see ProcessMode).
public bool StreamPaused { get; set; }
Property Value
VolumeDb
Volume of sound, in decibel. This is an offset of the Stream's volume.
Note: To convert between decibel and linear energy (like most volume sliders do), use @GlobalScope.db_to_linear
and @GlobalScope.linear_to_db
.
public float VolumeDb { get; set; }
Property Value
Methods
GetPlaybackPosition()
Returns the position in the AudioStream of the latest sound, in seconds. Returns 0.0
if no sounds are playing.
Note: The position is not always accurate, as the AudioServer does not mix audio every processed frame. To get more accurate results, add GetTimeSinceLastMix() to the returned position.
public float GetPlaybackPosition()
Returns
GetStreamPlayback()
Returns the latest AudioStreamPlayback of this node, usually the most recently created by Play(float). If no sounds are playing, this method fails and returns an empty playback.
public AudioStreamPlayback GetStreamPlayback()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
HasStreamPlayback()
Returns true if any sound is active, even if StreamPaused is set to true. See also Playing and GetStreamPlayback().
public bool HasStreamPlayback()
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
Play(float)
Plays a sound from the beginning, or the given fromPosition
in seconds.
public void Play(float fromPosition = 0)
Parameters
fromPosition
float
Seek(float)
Restarts all sounds to be played from the given toPosition
, in seconds. Does nothing if no sounds are playing.
public void Seek(float toPosition)
Parameters
toPosition
float
Stop()
Stops all sounds from this node.
public void Stop()
Events
Finished
Emitted when a sound finishes playing without interruptions. This signal is not emitted when calling Stop(), or when exiting the tree while sounds are playing.
public event Action Finished