76 lines
4.5 KiB
XML
76 lines
4.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamWAV" inherits="AudioStream" 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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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.
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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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<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
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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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<param index="0" name="path" type="String" />
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<description>
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Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA ADPCM or QOA formats can't be saved.
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[b]Note:[/b] A [code].wav[/code] extension is automatically appended to [param path] 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="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
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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="AudioStreamWAV.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="AudioStreamWAV.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="FORMAT_QOA" value="3" enum="Format">
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Audio is compressed as QOA ([url=https://qoaformat.org/]Quite OK Audio[/url]).
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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_PINGPONG" 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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