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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays back audio non-positionally.
</brief_description>
<description>
Plays an audio stream non-positionally.
To play audio positionally, use [AudioStreamPlayer2D] or [AudioStreamPlayer3D] instead of [AudioStreamPlayer].
</description>
<tutorials>
<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
<link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link>
<link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link>
</tutorials>
<methods>
<method name="get_playback_position">
<return type="float" />
<description>
Returns the position in the [AudioStream] in seconds.
</description>
</method>
<method name="get_stream_playback">
<return type="AudioStreamPlayback" />
<description>
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer].
</description>
</method>
<method name="play">
<return type="void" />
<argument index="0" name="from_position" type="float" default="0.0" />
<description>
Plays the audio from the given [code]from_position[/code], in seconds.
</description>
</method>
<method name="seek">
<return type="void" />
<argument index="0" name="to_position" type="float" />
<description>
Sets the position from which audio will be played, in seconds.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the audio.
</description>
</method>
</methods>
<members>
<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.
</member>
<member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="&"Master"">
Bus on which this audio is playing.
</member>
<member name="max_polyphony" type="int" setter="set_max_polyphony" getter="get_max_polyphony" default="1">
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.
</member>
<member name="mix_target" type="int" setter="set_mix_target" getter="get_mix_target" enum="AudioStreamPlayer.MixTarget" default="0">
If the audio configuration has more than two speakers, this sets the target channels. See [enum MixTarget] constants.
</member>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
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.
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream">
The [AudioStream] object to be played.
</member>
<member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false">
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">
Volume of sound, in dB.
</member>
</members>
<signals>
<signal name="finished">
<description>
Emitted when the audio stops playing.
</description>
</signal>
</signals>
<constants>
<constant name="MIX_TARGET_STEREO" value="0" enum="MixTarget">
The audio will be played only on the first channel.
</constant>
<constant name="MIX_TARGET_SURROUND" value="1" enum="MixTarget">
The audio will be played on all surround channels.
</constant>
<constant name="MIX_TARGET_CENTER" value="2" enum="MixTarget">
The audio will be played on the second channel, which is usually the center.
</constant>
</constants>
</class>
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