simvx.core._audio_players¶
Audio player nodes: :class:AudioStreamPlayer / 2D / 3D.
Private leaf module behind the :mod:simvx.core.audio facade. The player
node classes compose the shared :class:_AudioPlaybackMixin with the node
base classes and add the non-positional / 2D / 3D playback specifics. The
shared playback state machine lives in _audio_playback; the stream/data
layer in _audio_stream.
Module Contents¶
Classes¶
Non-positional audio player for background music and UI sounds. |
|
2D positional audio player with stereo panning. |
|
3D spatial audio player with distance attenuation and directional panning. |
Data¶
API¶
- simvx.core._audio_players.log¶
‘getLogger(…)’
- class simvx.core._audio_players.AudioStreamPlayer(stream: simvx.core._audio_stream.AudioSource | simvx.core._audio_stream.AudioStream | None = None, **kwargs)[source]¶
Bases:
simvx.core._audio_playback._AudioPlaybackMixin,simvx.core.node.NodeNon-positional audio player for background music and UI sounds.
This player does not use 3D positioning: volume is constant regardless of camera position. Use AudioStreamPlayer2D or AudioStreamPlayer3D for spatial audio.
Settings: volume_db: Volume in decibels (-80 to 24). 0 = full volume. pitch_scale: Playback speed multiplier (0.5 to 2.0). bus: Audio bus name. One of
"Master","Music","SFX","Voice","UI"(case-sensitive, Godot convention). autoplay: Start playing when added to scene tree. loop: Loop playback when finished. stream_mode: “memory” loads entire file; “streaming” reads in chunks. buffer_size: Chunk size in bytes for streaming mode (default 64KB).Initialization
- volume_db¶
‘Property(…)’
- pitch_scale¶
‘Property(…)’
- bus¶
‘Property(…)’
- autoplay¶
‘Property(…)’
- loop¶
‘Property(…)’
- queue_free_on_end¶
‘Property(…)’
- stream_mode¶
‘Property(…)’
- buffer_size¶
‘Property(…)’
- stream_open_failed¶
‘Signal(…)’
- on_process(delta: float)[source]¶
Feed audio chunks to backend in streaming mode; tick fades; auto-free.
- play(from_position: float = 0.0)[source]¶
Start or resume playback.
Args: from_position: Start position in seconds (0.0 = beginning).
- pause()¶
- is_playing() bool¶
- is_paused() bool¶
- fade_out(seconds: float) None¶
- fade_in(seconds: float) None¶
- pitch_modulate(scale: float) None¶
- crossfade_to(other: simvx.core._audio_playback._AudioPlaybackMixin, seconds: float) None¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_physics_process(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core._audio_players.AudioStreamPlayer2D(stream: simvx.core._audio_stream.AudioSource | simvx.core._audio_stream.AudioStream | None = None, **kwargs)[source]¶
Bases:
simvx.core._audio_playback._AudioPlaybackMixin,simvx.core.nodes_2d.node2d.Node2D2D positional audio player with stereo panning.
Audio volume and pan are calculated based on distance from the 2D listener (typically Camera2D position). Left/right panning simulates direction.
Settings: volume_db: Base volume in decibels (-80 to 24). pitch_scale: Playback speed multiplier (0.5 to 2.0). bus: Audio bus name. autoplay: Start playing when added to scene tree. loop: Loop playback when finished. max_distance: Distance at which audio is inaudible (pixels). attenuation: Distance attenuation exponent (1.0 = linear, 2.0 = inverse square).
Initialization
- volume_db¶
‘Property(…)’
- pitch_scale¶
‘Property(…)’
- bus¶
‘Property(…)’
- autoplay¶
‘Property(…)’
- loop¶
‘Property(…)’
- queue_free_on_end¶
‘Property(…)’
- max_distance¶
‘Property(…)’
- attenuation¶
‘Property(…)’
- pan_override¶
‘Property(…)’
- gizmo_colour¶
‘Colour(…)’
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]¶
Return circle showing the audio range.
- set_pan_and_gain(pan: float, gain_db: float) None[source]¶
Atomically set
pan_override+volume_dbwith one backend call.Use when both must land on the same audio frame (e.g. fade-out before retrigger). Setting them as separate Property assignments would fire two backend updates.
- stop()¶
- pause()¶
- is_playing() bool¶
- is_paused() bool¶
- fade_out(seconds: float) None¶
- fade_in(seconds: float) None¶
- pitch_modulate(scale: float) None¶
- crossfade_to(other: simvx.core._audio_playback._AudioPlaybackMixin, seconds: float) None¶
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- z_index¶
‘Property(…)’
- z_as_relative¶
‘Property(…)’
- render_layer¶
‘Property(…)’
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- property absolute_z_index: int¶
- property rotation_degrees: float¶
- property world_position: simvx.core.math.types.Vec2¶
- property world_rotation: float¶
- property world_scale: simvx.core.math.types.Vec2¶
- property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]¶
- property forward: simvx.core.math.types.Vec2¶
- property right: simvx.core.math.types.Vec2¶
- translate(offset: tuple[float, float] | numpy.ndarray)¶
- rotate(radians: float)¶
- rotate_deg(degrees: float)¶
- look_at(target: tuple[float, float] | numpy.ndarray)¶
- transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]¶
- draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)¶
- wrap_screen(margin: float = 20)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_physics_process(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶
- class simvx.core._audio_players.AudioStreamPlayer3D(stream: simvx.core._audio_stream.AudioSource | simvx.core._audio_stream.AudioStream | None = None, **kwargs)[source]¶
Bases:
simvx.core._audio_playback._AudioPlaybackMixin,simvx.core.nodes_3d.node3d.Node3D3D spatial audio player with distance attenuation and directional panning.
Audio volume and stereo panning are calculated based on distance and direction from the 3D listener (typically Camera3D position/orientation).
Settings: volume_db: Base volume in decibels (-80 to 24). pitch_scale: Playback speed multiplier (0.5 to 2.0). bus: Audio bus name. autoplay: Start playing when added to scene tree. loop: Loop playback when finished. max_distance: Distance at which audio is inaudible (world units). attenuation: Distance attenuation exponent (1.0 = linear, 2.0 = inverse square). doppler_scale: Doppler effect strength (0.0 = off, 1.0 = realistic).
Initialization
- volume_db¶
‘Property(…)’
- pitch_scale¶
‘Property(…)’
- bus¶
‘Property(…)’
- autoplay¶
‘Property(…)’
- loop¶
‘Property(…)’
- queue_free_on_end¶
‘Property(…)’
- max_distance¶
‘Property(…)’
- attenuation¶
‘Property(…)’
- doppler_scale¶
‘Property(…)’
- pan_override¶
‘Property(…)’
- gizmo_colour¶
‘Colour(…)’
- get_gizmo_lines() list[tuple[simvx.core.math.types.Vec3, simvx.core.math.types.Vec3]][source]¶
Return 3 circles showing the audio range sphere.
- set_pan_and_gain(pan: float, gain_db: float) None[source]¶
Atomically set
pan_override+volume_dbwith one backend call.
- stop()¶
- pause()¶
- is_playing() bool¶
- is_paused() bool¶
- fade_out(seconds: float) None¶
- fade_in(seconds: float) None¶
- pitch_modulate(scale: float) None¶
- crossfade_to(other: simvx.core._audio_playback._AudioPlaybackMixin, seconds: float) None¶
- position¶
‘_SpatialVecProperty(…)’
- rotation¶
‘Property(…)’
- scale¶
‘_SpatialVecProperty(…)’
- render_layer¶
‘Property(…)’
- property rotation_degrees: simvx.core.math.types.Vec3¶
- property world_position: simvx.core.math.types.Vec3¶
- property world_rotation: simvx.core.math.types.Quat¶
- property world_scale: simvx.core.math.types.Vec3¶
- property forward: simvx.core.math.types.Vec3¶
- property right: simvx.core.math.types.Vec3¶
- property up: simvx.core.math.types.Vec3¶
- translate(offset: tuple[float, float, float] | numpy.ndarray)¶
- translate_global(offset: tuple[float, float, float] | numpy.ndarray)¶
- rotate(axis: tuple[float, float, float] | numpy.ndarray, angle: float)¶
- rotate_x(angle: float)¶
- rotate_y(angle: float)¶
- rotate_z(angle: float)¶
- look_at(target: tuple[float, float, float] | numpy.ndarray, up=None)¶
- face_along(forward: tuple[float, float, float] | numpy.ndarray, up: tuple[float, float, float] | numpy.ndarray | None = None) None¶
- set_render_layer(index: int, enabled: bool = True) None¶
- is_on_render_layer(index: int) bool¶
- wrap_bounds(bounds: tuple[float, float, float] | numpy.ndarray, margin: float = 1.0)¶
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_physics_process(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶