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Any AudioManager

An asset by astreda
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astreda
Any AudioManager

Any AudioManager is a global plugin for managing any audiotype(Omni, 2D, and 3D) efficiently in Godot. It automatically create dictionary and cache, and can be called with simple function. list of function to use: ```is_playing(key: StringName) -> boolplay_sfx_once(key: StringName, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_sfx(key: StringName, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_sfx_2d(key: StringName, pos: Vector2, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_sfx_3d(key: StringName, pos: Vector3, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_music(key: StringName, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_music_2d(key: StringName, pos: Vector2, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_music_3d(key: StringName, pos: Vector3, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidstop_music() -> voidstop_by_key(key: StringName) -> voidstop_all_active() -> void ```Or if you want to use audio setting or other things, you can modify the script, add wrapper function, and use the audio setting index :```_execute_play(key: StringName, type: AudioType, bus: StringName, pos: Variant, volume: float = 0.0, pitch: float = 1.0, loop: bool = false, audio_setting_index: int = -1) -> void ```License is CC0, credit is appreciated but not required.

Supported Engine Version
4.6
Version String
1.3
License Version
CC0
Support Level
community
Modified Date
21 days ago
Git URL
Issue URL

Any AudioManager is a global plugin for managing any audiotype(Omni, 2D, and 3D) efficiently in Godot. It automatically create dictionary and cache, and can be called with simple function.

list of function to use: is_playing(key: StringName) -> bool play_sfx_once(key: StringName) -> void play_sfx(key: StringName) -> void play_sfx_2d(key: StringName, pos: Vector2) -> void play_sfx_3d(key: StringName, pos: Vector3) -> void play_music(key: StringName, loop: bool = true) -> void play_music_2d(key: StringName, pos: Vector2, loop: bool = true) -> void stop_music() -> void stop_by_key(key: StringName) -> void stop_all_active() -> void

or if you want to use audio setting or other things, you can modify the script, add wrapper function, and use the audio setting index : _execute_play(key: StringName, type: AudioType, bus: StringName, pos: Variant, volume: float = 0.0, pitch: float = 1.0, loop: bool = false, audio_setting_index: int = -1) -> void

License is CC0, credit is appreciated but not required.

Any AudioManager is a global plugin for managing any audiotype(Omni, 2D, and 3D) efficiently in Godot. It automatically create dictionary and cache, and can be called with simple function.

list of function to use:

```
is_playing(key: StringName) -> bool

play_sfx_once(key: StringName, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

play_sfx(key: StringName, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

play_sfx_2d(key: StringName, pos: Vector2, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

play_sfx_3d(key: StringName, pos: Vector3, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

play_music(key: StringName, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

play_music_2d(key: StringName, pos: Vector2, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

play_music_3d(key: StringName, pos: Vector3, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> void

stop_music() -> void

stop_by_key(key: StringName) -> void

stop_all_active() -> void
```

Or if you want to use audio setting or other things, you can modify the script, add wrapper function, and use the audio setting index :

```
_execute_play(key: StringName, type: AudioType, bus: StringName, pos: Variant, volume: float = 0.0, pitch: float = 1.0, loop: bool = false, audio_setting_index: int = -1) -> void
```

License is CC0, credit is appreciated but not required.

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Quick Information

0 ratings
Any AudioManager icon image
astreda
Any AudioManager

Any AudioManager is a global plugin for managing any audiotype(Omni, 2D, and 3D) efficiently in Godot. It automatically create dictionary and cache, and can be called with simple function. list of function to use: ```is_playing(key: StringName) -> boolplay_sfx_once(key: StringName, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_sfx(key: StringName, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_sfx_2d(key: StringName, pos: Vector2, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_sfx_3d(key: StringName, pos: Vector3, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_music(key: StringName, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_music_2d(key: StringName, pos: Vector2, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidplay_music_3d(key: StringName, pos: Vector3, loop: bool = true, volume: float = 0.0, pitch: float = 1.0, audio_setting_index: int = -1) -> voidstop_music() -> voidstop_by_key(key: StringName) -> voidstop_all_active() -> void ```Or if you want to use audio setting or other things, you can modify the script, add wrapper function, and use the audio setting index :```_execute_play(key: StringName, type: AudioType, bus: StringName, pos: Variant, volume: float = 0.0, pitch: float = 1.0, loop: bool = false, audio_setting_index: int = -1) -> void ```License is CC0, credit is appreciated but not required.

Supported Engine Version
4.6
Version String
1.3
License Version
CC0
Support Level
community
Modified Date
21 days ago
Git URL
Issue URL

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