<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Audio on Godot 4 レシピ</title><link>https://kamera25.github.io/godot_recipes/4.x/audio/index.html</link><description>Recent content in Audio on Godot 4 レシピ</description><generator>Hugo -- gohugo.io</generator><language>en</language><atom:link href="https://kamera25.github.io/godot_recipes/4.x/audio/index.xml" rel="self" type="application/rss+xml"/><item><title>Audio Manager</title><link>https://kamera25.github.io/godot_recipes/4.x/audio/audio_manager/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/audio/audio_manager/index.html</guid><description>&lt;h2 id="problem"&gt;Problem&lt;/h2&gt;
&lt;p&gt;You&amp;rsquo;ve tried adding an &lt;i class="gd-AudioStreamPlayer"&gt;&lt;/i&gt;&lt;code&gt;AudioStreamPlayer&lt;/code&gt; to your mob/coin/etc. to play when the object dies or is collected. But the problem is that when you remove the object, the audio player goes with it, chopping off the sound. You need an easier way to manage playing audio.&lt;/p&gt;
&lt;h2 id="solution"&gt;Solution&lt;/h2&gt;
&lt;p&gt;We&amp;rsquo;ll solve this problem with a node that is available from anywhere in the SceneTree. This node manages a set of &lt;i class="gd-AudioStreamPlayer"&gt;&lt;/i&gt;&lt;code&gt;AudioStreamPlayer&lt;/code&gt; nodes and a queue of sound streams to play.&lt;/p&gt;</description></item></channel></rss>