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-rw-r--r--doc/classes/AudioStreamPlayer2D.xml16
1 files changed, 11 insertions, 5 deletions
diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml
index ae86fd0e66..b01a267154 100644
--- a/doc/classes/AudioStreamPlayer2D.xml
+++ b/doc/classes/AudioStreamPlayer2D.xml
@@ -4,7 +4,7 @@
Plays positional sound in 2D space.
</brief_description>
<description>
- Plays audio that dampens with distance from a given position.
+ 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 [method AudioListener2D.make_current] on it.
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).
@@ -25,11 +25,17 @@
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
</description>
</method>
+ <method name="has_stream_playback">
+ <return type="bool" />
+ <description>
+ Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] object or not.
+ </description>
+ </method>
<method name="play">
<return type="void" />
<param index="0" name="from_position" type="float" default="0.0" />
<description>
- Plays the audio from the given position [param from_position], in seconds.
+ Queues the audio to play on the next physics frame, from the given position [param from_position], in seconds.
</description>
</method>
<method name="seek">
@@ -51,7 +57,7 @@
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.
</member>
<member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0">
- Dampens audio over distance with this as an exponent.
+ The volume is attenuated over distance with this as an exponent.
</member>
<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false">
If [code]true[/code], audio plays when added to scene tree.
@@ -73,7 +79,7 @@
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="is_playing" default="false">
- If [code]true[/code], audio is playing.
+ If [code]true[/code], audio is playing or is queued to be played (see [method play]).
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
The [AudioStream] object to be played.
@@ -82,7 +88,7 @@
If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
</member>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" default="0.0">
- Base volume without dampening.
+ Base volume before attenuation.
</member>
</members>
<signals>