mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
73 lines
4.2 KiB
XML
73 lines
4.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="AudioStreamSample" inherits="AudioStream" version="4.0">
|
|
<brief_description>
|
|
Stores audio data loaded from WAV files.
|
|
</brief_description>
|
|
<description>
|
|
AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped.
|
|
This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="save_to_wav">
|
|
<return type="int" enum="Error">
|
|
</return>
|
|
<argument index="0" name="path" type="String">
|
|
</argument>
|
|
<description>
|
|
Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
|
|
[b]Note:[/b] A [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
|
|
Contains the audio data in bytes.
|
|
[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.
|
|
</member>
|
|
<member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamSample.Format" default="0">
|
|
Audio format. See [enum Format] constants for values.
|
|
</member>
|
|
<member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0">
|
|
The loop start point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.
|
|
</member>
|
|
<member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0">
|
|
The loop end point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.
|
|
</member>
|
|
<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamSample.LoopMode" default="0">
|
|
The loop mode. This information will be imported automatically from the WAV file if present. See [enum LoopMode] constants for values.
|
|
</member>
|
|
<member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100">
|
|
The sample rate for mixing this audio. Higher values require more storage space, but result in better quality.
|
|
In games, common sample rates in use are [code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and [code]48000[/code].
|
|
According to the [url=https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], there is no quality difference to human hearing when going past 40,000 Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are using lower-pitched sounds such as voices, lower sample rates such as [code]32000[/code] or [code]22050[/code] may be usable with no loss in quality.
|
|
</member>
|
|
<member name="stereo" type="bool" setter="set_stereo" getter="is_stereo" default="false">
|
|
If [code]true[/code], audio is stereo.
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
<constant name="FORMAT_8_BITS" value="0" enum="Format">
|
|
8-bit audio codec.
|
|
</constant>
|
|
<constant name="FORMAT_16_BITS" value="1" enum="Format">
|
|
16-bit audio codec.
|
|
</constant>
|
|
<constant name="FORMAT_IMA_ADPCM" value="2" enum="Format">
|
|
Audio is compressed using IMA ADPCM.
|
|
</constant>
|
|
<constant name="LOOP_DISABLED" value="0" enum="LoopMode">
|
|
Audio does not loop.
|
|
</constant>
|
|
<constant name="LOOP_FORWARD" value="1" enum="LoopMode">
|
|
Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
|
|
</constant>
|
|
<constant name="LOOP_PING_PONG" value="2" enum="LoopMode">
|
|
Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
|
|
</constant>
|
|
<constant name="LOOP_BACKWARD" value="3" enum="LoopMode">
|
|
Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.
|
|
</constant>
|
|
</constants>
|
|
</class>
|