Godot-Mono C# AudioStream play and don't loop?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Luchs

How can I disable loop by script, using c# ? I tried Loop and SetLoop(), but output the same error.

‘AudioStream’ does not contain a definition for ‘loop’ and no accessible extension method ‘loop’ accepting a first argument of type ‘AudioStream’ could be found (are you missing a using directive or an assembly reference?)

public class Coin : RigidBody2D
{
private AudioStreamPlayer audio;

public override void _Ready()
{
	audio = GetNode<AudioStreamPlayer>("Sound");
           /* tried those ways
            audio.Stream.loop = false;
            audio.Stream.loop(false);
            audio.Stream.SetLoop(false);
            audio.Stream.SetLoop = false;
          */
	audio.Play(0);
}

On GDScript this code works:

func _ready():
      $Audio.stream.loop = false

edit:
Meanwhile my question did checked, I’ve done.
If anyone has the same problem this is my the code:

using Godot;
using System;

public class FILE_NAME : NODE_TYPE
{
	//This part get the file and configure it to Disable the loop
	public AudioStream DisableLoop(AudioStreamSample file)
	{
		AudioStreamPlayer audio = new AudioStreamPlayer();
		file.LoopMode = Godot.AudioStreamSample.LoopModeEnum.Disabled;
		audio.Stream = file;
		return audio.Stream;
	}
	
	//This part is for play the sound
	
	//Wav file or any accepted
	[Export] AudioStreamSample data = null;

	public override void _Ready()
	{
		//Change "AudioStreamPlayer" to audio node name
		AudioStreamPlayer audioPlayer = GetNode<AudioStreamPlayer>("AudioStreamPlayer");
		audioPlayer.Stream = DisableLoop(data);
		audioPlayer.Play(0);
	}
}