diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml index c8f081215d5..c2aac99cb88 100644 --- a/doc/classes/AudioStreamGenerator.xml +++ b/doc/classes/AudioStreamGenerator.xml @@ -1,16 +1,36 @@ - Audio stream that generates sounds procedurally. + An audio stream with utilities for procedural sound generation. - This audio stream does not play back sounds, but expects a script to generate audio data for it instead. See also [AudioStreamGeneratorPlayback]. + [AudioStreamGenerator] is a type of audio stream that does not play back sounds on its own; instead, it expects a script to generate audio data for it. See also [AudioStreamGeneratorPlayback]. + Here's a sample on how to use it to generate a sine wave: + [codeblock] + var playback # Will hold the AudioStreamGeneratorPlayback. + @onready var sample_hz = $AudioStreamPlayer.stream.mix_rate + var pulse_hz = 440.0 # The frequency of the sound wave. + + func _ready(): + $AudioStreamPlayer.play() + playback = $AudioStreamPlayer.get_stream_playback() + fill_buffer() + + func fill_buffer(): + var phase = 0.0 + var increment = pulse_hz / sample_hz + var frames_available = playback.get_frames_available() + + for i in range(frames_available): + playback.push_frame(Vector2.ONE * sin(phase * TAU)) + phase = fmod(phase + increment, 1.0) + [/codeblock] + In the example above, the "AudioStreamPlayer" node must use an [AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function provides audio data for approximating a sine wave. See also [AudioEffectSpectrumAnalyzer] for performing real-time audio spectrum analysis. [b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDExtension. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz. https://godotengine.org/asset-library/asset/526 - https://godotengine.org/article/godot-32-will-get-new-audio-features