AudioStreamPlayer

package
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Published: Sep 16, 2025 License: MIT Imports: 26 Imported by: 0

Documentation

Overview

The graphics.gd/classdb/AudioStreamPlayer node plays an audio stream non-positionally. It is ideal for user interfaces, menus, or background music.

To use this node, Instance.Stream needs to be set to a valid graphics.gd/classdb/AudioStream resource. Playing more than one sound at the same time is also supported, see Instance.MaxPolyphony.

If you need to play audio at a specific position, use graphics.gd/classdb/AudioStreamPlayer2D or graphics.gd/classdb/AudioStreamPlayer3D instead.

Index

Constants

This section is empty.

Variables

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Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsAudioStreamPlayer() Instance
}

type Expanded

type Expanded [1]gdclass.AudioStreamPlayer

func (Expanded) Play

func (self Expanded) Play(from_position Float.X)

Plays a sound from the beginning, or the given 'from_position' in seconds.

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsAudioStreamPlayer

func (self *Extension[T]) AsAudioStreamPlayer() Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.AudioStreamPlayer

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsAudioStreamPlayer

func (self Instance) AsAudioStreamPlayer() Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) Autoplay

func (self Instance) Autoplay() bool

func (Instance) Bus

func (self Instance) Bus() string

func (Instance) GetPlaybackPosition

func (self Instance) GetPlaybackPosition() Float.X

Returns the position in the graphics.gd/classdb/AudioStream of the latest sound, in seconds. Returns 0.0 if no sounds are playing.

Note: The position is not always accurate, as the graphics.gd/classdb/AudioServer does not mix audio every processed frame. To get more accurate results, add graphics.gd/classdb/AudioServer.GetTimeSinceLastMix to the returned position.

Note: This method always returns 0.0 if the Instance.Stream is an graphics.gd/classdb/AudioStreamInteractive, since it can have multiple clips playing at once.

func (Instance) GetStreamPlayback

func (self Instance) GetStreamPlayback() AudioStreamPlayback.Instance

Returns the latest graphics.gd/classdb/AudioStreamPlayback of this node, usually the most recently created by Instance.Play. If no sounds are playing, this method fails and returns an empty playback.

func (Instance) HasStreamPlayback

func (self Instance) HasStreamPlayback() bool

Returns true if any sound is active, even if Instance.StreamPaused is set to true. See also Instance.Playing and Instance.GetStreamPlayback.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) MaxPolyphony

func (self Instance) MaxPolyphony() int

func (Instance) MixTarget

func (self Instance) MixTarget() MixTarget

func (Instance) OnFinished

func (self Instance) OnFinished(cb func(), flags ...Signal.Flags)

func (Instance) PitchScale

func (self Instance) PitchScale() Float.X

func (Instance) Play

func (self Instance) Play()

Plays a sound from the beginning, or the given 'from_position' in seconds.

func (Instance) PlaybackType

func (self Instance) PlaybackType() AudioServer.PlaybackType

func (Instance) Playing

func (self Instance) Playing() bool

func (Instance) SeekTo

func (self Instance) SeekTo(to_position Float.X)

Restarts all sounds to be played from the given 'to_position', in seconds. Does nothing if no sounds are playing.

func (Instance) SetAutoplay

func (self Instance) SetAutoplay(value bool)

func (Instance) SetBus

func (self Instance) SetBus(value string)

func (Instance) SetMaxPolyphony

func (self Instance) SetMaxPolyphony(value int)

func (Instance) SetMixTarget

func (self Instance) SetMixTarget(value MixTarget)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetPitchScale

func (self Instance) SetPitchScale(value Float.X)

func (Instance) SetPlaybackType

func (self Instance) SetPlaybackType(value AudioServer.PlaybackType)

func (Instance) SetPlaying

func (self Instance) SetPlaying(value bool)

func (Instance) SetStream

func (self Instance) SetStream(value AudioStream.Instance)

func (Instance) SetStreamPaused

func (self Instance) SetStreamPaused(value bool)

func (Instance) SetVolumeDb

func (self Instance) SetVolumeDb(value Float.X)

func (Instance) SetVolumeLinear

func (self Instance) SetVolumeLinear(value Float.X)

func (Instance) Stop

func (self Instance) Stop()

Stops all sounds from this node.

func (Instance) Stream

func (self Instance) Stream() AudioStream.Instance

func (Instance) StreamPaused

func (self Instance) StreamPaused() bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

func (Instance) VolumeDb

func (self Instance) VolumeDb() Float.X

func (Instance) VolumeLinear

func (self Instance) VolumeLinear() Float.X

type MixTarget

type MixTarget int //gd:AudioStreamPlayer.MixTarget
const (
	// The audio will be played only on the first channel. This is the default.
	MixTargetStereo MixTarget = 0
	// The audio will be played on all surround channels.
	MixTargetSurround MixTarget = 1
	// The audio will be played on the second channel, which is usually the center.
	MixTargetCenter MixTarget = 2
)

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