godot/doc/classes/AudioStreamWAV.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamWAV" inherits="AudioStream" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Stores audio data loaded from WAV files.
</brief_description>
<description>
AudioStreamWAV 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>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
</tutorials>
<methods>
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<method name="save_to_wav">
<return type="int" enum="Error" />
<param index="0" name="path" type="String" />
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<description>
Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA ADPCM or Quite OK Audio formats can't be saved.
[b]Note:[/b] A [code].wav[/code] extension is automatically appended to [param path] if it is missing.
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</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] If [member format] is set to [constant FORMAT_8_BITS], this property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, subtract 128 from each byte.
[b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this property expects data from a full QOA file.
</member>
<member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.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 stream).
</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 stream).
</member>
<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamWAV.LoopMode" default="0">
The loop mode. 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>
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<constant name="FORMAT_8_BITS" value="0" enum="Format">
8-bit PCM audio codec.
</constant>
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<constant name="FORMAT_16_BITS" value="1" enum="Format">
16-bit PCM audio codec.
</constant>
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<constant name="FORMAT_IMA_ADPCM" value="2" enum="Format">
Audio is lossily compressed as IMA ADPCM.
</constant>
<constant name="FORMAT_QOA" value="3" enum="Format">
Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/url].
</constant>
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<constant name="LOOP_DISABLED" value="0" enum="LoopMode">
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Audio does not loop.
</constant>
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<constant name="LOOP_FORWARD" value="1" enum="LoopMode">
Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
</constant>
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<constant name="LOOP_PINGPONG" 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>