b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
56 lines
2.5 KiB
XML
56 lines
2.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamGeneratorPlayback" inherits="AudioStreamPlaybackResampled" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Plays back audio generated using [AudioStreamGenerator].
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</brief_description>
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<description>
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This class is meant to be used with [AudioStreamGenerator] to play back the generated audio in real-time.
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</description>
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<tutorials>
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<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
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<link title="Godot 3.2 will get new audio features">https://godotengine.org/article/godot-32-will-get-new-audio-features</link>
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</tutorials>
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<methods>
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<method name="can_push_buffer" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="amount" type="int" />
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<description>
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Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be pushed to the audio sample data buffer without overflowing it, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="clear_buffer">
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<return type="void" />
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<description>
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Clears the audio sample data buffer.
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</description>
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</method>
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<method name="get_frames_available" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of audio data frames left to play. If this returned number reaches [code]0[/code], the audio will stop playing until frames are added again. Therefore, make sure your script can always generate and push new audio frames fast enough to avoid audio cracking.
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</description>
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</method>
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<method name="get_skips" qualifiers="const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="push_buffer">
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<return type="bool" />
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<argument index="0" name="frames" type="PoolVector2Array" />
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<description>
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Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
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</description>
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</method>
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<method name="push_frame">
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<return type="bool" />
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<argument index="0" name="frame" type="Vector2" />
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<description>
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Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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