godot/doc/classes/AudioListener2D.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioListener2D" inherits="Node2D" keywords="sound" 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 [AudioListener2D] can be current. Using [method make_current] will disable the previous [AudioListener2D].
		If there is no active [AudioListener2D] in the current [Viewport], center of the screen will be used as a hearing point for the audio. [AudioListener2D] needs to be inside [SceneTree] to function.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="clear_current">
			<return type="void" />
			<description>
				Disables the [AudioListener2D]. 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 [AudioListener2D] is currently active.
			</description>
		</method>
		<method name="make_current">
			<return type="void" />
			<description>
				Makes the [AudioListener2D] active, setting it as the hearing point for the sounds. If there is already another active [AudioListener2D], it will be disabled.
				This method will have no effect if the [AudioListener2D] is not added to [SceneTree].
			</description>
		</method>
	</methods>
</class>