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SoundManager.get_music_volume() -> float:
Get the volume for music.
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SoundManager.set_music_volume(volume_between_0_and_1: float) -> void:
Sets the volume for music using a given float between 0 and 1.
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SoundManager.play_music(resource: AudioStream, crossfade_duration: int = 0, override_bus: String = "") -> AudioStreamPlayer
Play some music with an optional fade in (or crossfade if something is already playing) and optionally specify which audio bus to use.
This returns the
AudioStreamPlayer
that is playing the sound so you can make any other adjustments you need. -
SoundManager.play_music_from_position(resource: AudioStream, position: float = 0.0, crossfade_duration: int = 0, override_bus: String = "") -> AudioStreamPlayer
Play some music from a certain point in the audio file with an optional fade in (or crossfade if something is already playing) and optionally specify which audio bus to use.
This returns the
AudioStreamPlayer
that is playing the sound so you can make any other adjustments you need. -
SoundManager.play_music_at_volume(resource: AudioStream, volume: float = 0.0, crossfade_duration: int = 0, override_bus: String = "") -> AudioStreamPlayer
Play some music at a given volume with an optional fade in (or crossfade if something is already playing) and optionally specify which audio bus to use.
This returns the
AudioStreamPlayer
that is playing the sound so you can make any other adjustments you need. -
SoundManager.play_music_from_position_at_volume(resource: AudioStream, position: floatm = 0.0 volume: float = 0.0, crossfade_duration: int = 0, override_bus: String = "") -> AudioStreamPlayer
Play some music from a certain point in the audio file at a given volume with an optional fade in (or crossfade if something is already playing) and optionally specify which audio bus to use.
This returns the
AudioStreamPlayer
that is playing the sound so you can make any other adjustments you need. -
SoundManager.get_music_track_history() -> Array
Get the list of recently played resource paths (capped at 50).
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SoundManager.get_last_played_music_track() -> String
Get the last played resource path.
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SoundManager.is_music_playing(resource: AudioStream = null) -> bool
Checks whether a specific audio resource is currently playing. If no resource is given it will tell you whether anything is currently playing.
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SoundManager.is_music_track_playing(resource_path: String) -> bool
Checks whether a given audio resource path is currently playing.
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SoundManager.get_currently_playing_music() -> Array
Get the list of currently playing audio streams.
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SoundManager.get_currently_playing_music_tracks() -> Array
Get the list of currently playing audio stream resource paths.
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func pause_music(resource: AudioStream = null) -> void:
Pause either a specific piece of music or all current music.
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func resume_music(resource: AudioStream = null) -> void:
Resume either a specific piece of music or all current music.
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SoundManager.set_default_music_bus(bus: String) -> void
Sets the default audio bus used for playing music.
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SoundManager.stop_music(fade_out_duration: int = 0) -> void
Stop any music that's playing with an optional fade out.
By default, music is not paused when the game is paused. To change this you can set SoundManager.music_process_mode
. The value is of type ProcessMode
.
You can also make use of the pause_music
method described above.