/** * Plays audio that dampens with distance from screen center. * * See also [AudioStreamPlayer] to play a sound non-positionally. * * **Note:** 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 `-100` (which isn't audible to human hearing). * */ declare class AudioStreamPlayer2D extends Node2D { /** * Plays audio that dampens with distance from screen center. * * See also [AudioStreamPlayer] to play a sound non-positionally. * * **Note:** 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 `-100` (which isn't audible to human hearing). * */ new(): AudioStreamPlayer2D; static "new"(): AudioStreamPlayer2D /** Areas in which this sound plays. */ area_mask: int; /** Dampens audio over distance with this as an exponent. */ attenuation: float; /** If [code]true[/code], audio plays when added to scene tree. */ autoplay: boolean; /** Bus on which this audio is playing. */ bus: string; /** Maximum distance from which audio is still hearable. */ max_distance: float; /** The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate. */ pitch_scale: float; /** If [code]true[/code], audio is playing. */ playing: boolean; /** The [AudioStream] object to be played. */ stream: AudioStream; /** If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. */ stream_paused: boolean; /** Base volume without dampening. */ volume_db: float; /** Returns the position in the [AudioStream]. */ get_playback_position(): float; /** Returns the [AudioStreamPlayback] object associated with this [AudioStreamPlayer2D]. */ get_stream_playback(): AudioStreamPlayback; /** Plays the audio from the given position [code]from_position[/code], in seconds. */ play(from_position?: float): void; /** Sets the position from which audio will be played, in seconds. */ seek(to_position: float): void; /** Stops the audio. */ stop(): void; connect>(signal: T, method: SignalFunction): number; /** * Emitted when the audio stops playing. * */ $finished: Signal<() => void> }