Listener in Godot 4: it is AudioListener3D now
By Eduardo Orellana · Updated
Listener is called AudioListener3D in Godot 4, and Listener2D is AudioListener2D. In a Godot 4 project, Listener.new() fails to parse with Identifier "Listener" not declared in the current scope. Did you mean to use "AudioListener3D"?.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
Intel or AMD Chromebook, with Linux turned on.
What Godot is checking
GDScript resolves every name when the script loads. Listener is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.
The converter carries Listener to AudioListener3D. Without one, 3D sound is heard from the current Camera3D; make_current() on an AudioListener3D moves the ears elsewhere, such as onto the player in a third-person game.
Reproduce it
A Godot 3 script that creates a Listener in code, in a Godot 4 project.
extends Node
func _ready():
var listener = Listener.new()
print(listener)
What Godot 4.7.2 prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SCRIPT ERROR: Parse Error: Identifier "Listener" not declared in the current scope. Did you mean to use "AudioListener3D"?
at: GDScript::reload (res://answers/listener-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/listener-in-godot-4/repro.gd" with error "Parse error".
at: load (modules/gdscript/gdscript_resource_format.cpp:46)Fix it
An AudioListener3D made current.
extends Node3D
func _ready() -> void:
var listener := AudioListener3D.new()
add_child(listener)
listener.make_current()
print(listener.get_class(), " current: ", listener.is_current())
What the fixed script prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
AudioListener3D current: trueVerified on Godot 4.7.2
Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.
Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1540, Listener to AudioListener3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1540), [AudioListener3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/AudioListener3D.xml).
Questions
- Do I need an AudioListener3D at all?
- No. The current camera hears by default; add one only to hear from somewhere else.
- What is the 3D sound player called?
- AudioStreamPlayer3D, unchanged.
Related
- Camera in Godot 4: it is Camera3D now
- AudioStreamRandomPitch in Godot 4: it is AudioStreamRandomizer now
- Every verified Godot 4 answer
- Sprite in Godot 4: it is Sprite2D now
- Spatial in Godot 4: Could not find base class "Spatial"
- ClippedCamera in Godot 4: use a SpringArm3D with a Camera3D
- Tabs in Godot 4: it is TabBar now
- Identifier "…" not declared in the current scope in Godot 4
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