gdnative-bindings 0.11.3

The Godot game engine's automatcally generated bindings to Godot classes.
Documentation
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Listener2D" inherits="Node2D" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Overrides the location sounds are heard from.
	</brief_description>
	<description>
		Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. Only one [Listener2D] can be current. Using [method make_current] will disable the previous [Listener2D].
		If there is no active [Listener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [Listener2D] needs to be inside [SceneTree] to function.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="clear_current">
			<return type="void" />
			<description>
				Disables the [Listener2D]. If it's not set as current, this method will have no effect.
			</description>
		</method>
		<method name="is_current" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if this [Listener2D] is currently active.
			</description>
		</method>
		<method name="make_current">
			<return type="void" />
			<description>
				Makes the [Listener2D] active, setting it as the hearing point for the sounds. If there is already another active [Listener2D], it will be disabled.
				This method will have no effect if the [Listener2D] is not added to [SceneTree].
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>