[−][src]Struct gdnative_bindings::AudioStreamPlayer2D
core class AudioStreamPlayer2D inherits Node2D (unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
AudioStreamPlayer2D is a reference-only type. Persistent references can
only exist in the unsafe Ref<AudioStreamPlayer2D> form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free
if it is a Node.
Class hierarchy
AudioStreamPlayer2D inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref and TRef smart pointers,
and the Instance API. The typestate Access in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref.
Implementations
impl AudioStreamPlayer2D[src]
pub fn new() -> Ref<Self, Unique>[src]
Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ref::free, or preferably
Ref::queue_free if it is a Node.
pub fn area_mask(&self) -> i64[src]
Areas in which this sound plays.
pub fn attenuation(&self) -> f64[src]
Dampens audio over distance with this as an exponent.
pub fn bus(&self) -> GodotString[src]
Bus on which this audio is playing.
pub fn max_distance(&self) -> f64[src]
Maximum distance from which audio is still hearable.
pub fn pitch_scale(&self) -> f64[src]
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
pub fn get_playback_position(&self) -> f64[src]
Returns the position in the [AudioStream].
pub fn stream(&self) -> Option<Ref<AudioStream, Shared>>[src]
The [AudioStream] object to be played.
pub fn stream_paused(&self) -> bool[src]
If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
pub fn get_stream_playback(&self) -> Option<Ref<AudioStreamPlayback, Shared>>[src]
Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D].
pub fn volume_db(&self) -> f64[src]
Base volume without dampening.
pub fn is_autoplay_enabled(&self) -> bool[src]
If [code]true[/code], audio plays when added to scene tree.
pub fn is_playing(&self) -> bool[src]
If [code]true[/code], audio is playing.
pub fn play(&self, from_position: f64)[src]
Plays the audio from the given position [code]from_position[/code], in seconds.
Default Arguments
from_position-0.0
pub fn seek(&self, to_position: f64)[src]
Sets the position from which audio will be played, in seconds.
pub fn set_area_mask(&self, mask: i64)[src]
Areas in which this sound plays.
pub fn set_attenuation(&self, curve: f64)[src]
Dampens audio over distance with this as an exponent.
pub fn set_autoplay(&self, enable: bool)[src]
If [code]true[/code], audio plays when added to scene tree.
pub fn set_bus(&self, bus: impl Into<GodotString>)[src]
Bus on which this audio is playing.
pub fn set_max_distance(&self, pixels: f64)[src]
Maximum distance from which audio is still hearable.
pub fn set_pitch_scale(&self, pitch_scale: f64)[src]
The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.
pub fn set_stream(&self, stream: impl AsArg<AudioStream>)[src]
The [AudioStream] object to be played.
pub fn set_stream_paused(&self, pause: bool)[src]
If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code].
pub fn set_volume_db(&self, volume_db: f64)[src]
Base volume without dampening.
pub fn stop(&self)[src]
Stops the audio.
Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2)[src]
Multiplies the current scale by the [code]ratio[/code] vector.
pub fn get_angle_to(&self, point: Vector2) -> f64[src]
Returns the angle between the node and the [code]point[/code] in radians.
pub fn global_position(&self) -> Vector2[src]
Global position.
pub fn global_rotation(&self) -> f64[src]
Global rotation in radians.
pub fn global_rotation_degrees(&self) -> f64[src]
Global rotation in degrees.
pub fn global_scale(&self) -> Vector2[src]
Global scale.
pub fn position(&self) -> Vector2[src]
Position, relative to the node's parent.
pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D[src]
&self,
parent: impl AsArg<Node>
) -> Transform2D
Returns the [Transform2D] relative to this node's parent.
pub fn rotation(&self) -> f64[src]
Rotation in radians, relative to the node's parent.
pub fn rotation_degrees(&self) -> f64[src]
Rotation in degrees, relative to the node's parent.
pub fn scale(&self) -> Vector2[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn z_index(&self) -> i64[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn global_translate(&self, offset: Vector2)[src]
Adds the [code]offset[/code] vector to the node's global position.
pub fn is_z_relative(&self) -> bool[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn look_at(&self, point: Vector2)[src]
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
pub fn move_local_x(&self, delta: f64, scaled: bool)[src]
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled-false
pub fn move_local_y(&self, delta: f64, scaled: bool)[src]
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled-false
pub fn rotate(&self, radians: f64)[src]
Applies a rotation to the node, in radians, starting from its current rotation.
pub fn set_global_position(&self, position: Vector2)[src]
Global position.
pub fn set_global_rotation(&self, radians: f64)[src]
Global rotation in radians.
pub fn set_global_rotation_degrees(&self, degrees: f64)[src]
Global rotation in degrees.
pub fn set_global_scale(&self, scale: Vector2)[src]
Global scale.
pub fn set_global_transform(&self, xform: Transform2D)[src]
Global [Transform2D].
pub fn set_position(&self, position: Vector2)[src]
Position, relative to the node's parent.
pub fn set_rotation(&self, radians: f64)[src]
Rotation in radians, relative to the node's parent.
pub fn set_rotation_degrees(&self, degrees: f64)[src]
Rotation in degrees, relative to the node's parent.
pub fn set_scale(&self, scale: Vector2)[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn set_transform(&self, xform: Transform2D)[src]
Local [Transform2D].
pub fn set_z_as_relative(&self, enable: bool)[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn set_z_index(&self, z_index: i64)[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn to_global(&self, local_point: Vector2) -> Vector2[src]
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.
pub fn to_local(&self, global_point: Vector2) -> Vector2[src]
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
pub fn translate(&self, offset: Vector2)[src]
Translates the node by the given [code]offset[/code] in local coordinates.
Trait Implementations
impl Debug for AudioStreamPlayer2D[src]
impl Deref for AudioStreamPlayer2D[src]
impl DerefMut for AudioStreamPlayer2D[src]
impl GodotObject for AudioStreamPlayer2D[src]
type RefKind = ManuallyManaged
The memory management kind of this type. This modifies the behavior of the
Ref smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str[src]
fn null() -> Null<Self>[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable, [src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>, [src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject, [src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>, [src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>[src]
impl Instanciable for AudioStreamPlayer2D[src]
impl QueueFree for AudioStreamPlayer2D[src]
unsafe fn godot_queue_free(obj: *mut godot_object)[src]
impl Sealed for AudioStreamPlayer2D[src]
impl SubClass<CanvasItem> for AudioStreamPlayer2D[src]
impl SubClass<Node> for AudioStreamPlayer2D[src]
impl SubClass<Node2D> for AudioStreamPlayer2D[src]
impl SubClass<Object> for AudioStreamPlayer2D[src]
Auto Trait Implementations
impl RefUnwindSafe for AudioStreamPlayer2D
impl !Send for AudioStreamPlayer2D
impl !Sync for AudioStreamPlayer2D
impl Unpin for AudioStreamPlayer2D
impl UnwindSafe for AudioStreamPlayer2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject, [src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,