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.
72 lines
4.3 KiB
XML
72 lines
4.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamSample" inherits="AudioStream" 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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Stores audio data loaded from WAV files.
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</brief_description>
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<description>
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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.
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This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="save_to_wav">
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<return type="int" enum="Error" />
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<argument index="0" name="path" type="String" />
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<description>
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Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
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[b]Note:[/b] A [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
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</description>
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</method>
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</methods>
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<members>
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<member name="data" type="PoolByteArray" setter="set_data" getter="get_data" default="PoolByteArray( )">
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Contains the audio data in bytes.
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[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.
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</member>
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<member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamSample.Format" default="0">
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Audio format. See [enum Format] constants for values.
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</member>
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<member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0">
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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.
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</member>
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<member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0">
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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.
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</member>
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<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamSample.LoopMode" default="0">
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The loop mode. This information will be imported automatically from the WAV file if present. See [enum LoopMode] constants for values.
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</member>
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<member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100">
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The sample rate for mixing this audio. Higher values require more storage space, but result in better quality.
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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].
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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.
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</member>
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<member name="stereo" type="bool" setter="set_stereo" getter="is_stereo" default="false">
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If [code]true[/code], audio is stereo.
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</member>
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</members>
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<constants>
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<constant name="FORMAT_8_BITS" value="0" enum="Format">
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8-bit audio codec.
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</constant>
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<constant name="FORMAT_16_BITS" value="1" enum="Format">
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16-bit audio codec.
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</constant>
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<constant name="FORMAT_IMA_ADPCM" value="2" enum="Format">
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Audio is compressed using IMA ADPCM.
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</constant>
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<constant name="LOOP_DISABLED" value="0" enum="LoopMode">
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Audio does not loop.
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</constant>
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<constant name="LOOP_FORWARD" value="1" enum="LoopMode">
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Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
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</constant>
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<constant name="LOOP_PING_PONG" value="2" enum="LoopMode">
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Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
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</constant>
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<constant name="LOOP_BACKWARD" value="3" enum="LoopMode">
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Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.
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</constant>
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</constants>
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</class>
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