f5836b40d4
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5
)
56 lines
2.4 KiB
XML
56 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamGeneratorPlayback" inherits="AudioStreamPlaybackResampled" version="3.4">
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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="https://godotengine.org/article/godot-32-will-get-new-audio-features">Godot 3.2 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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