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Diffstat (limited to 'doc/classes/AudioStreamGeneratorPlayback.xml')
-rw-r--r-- | doc/classes/AudioStreamGeneratorPlayback.xml | 39 |
1 files changed, 18 insertions, 21 deletions
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml index e3e17b8a93..7520d5d97a 100644 --- a/doc/classes/AudioStreamGeneratorPlayback.xml +++ b/doc/classes/AudioStreamGeneratorPlayback.xml @@ -1,56 +1,53 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AudioStreamGeneratorPlayback" inherits="AudioStreamPlaybackResampled" version="4.0"> <brief_description> + Plays back audio generated using [AudioStreamGenerator]. </brief_description> <description> + This class is meant to be used with [AudioStreamGenerator] to play back the generated audio in real-time. </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> + <link title="https://godotengine.org/article/godot-32-will-get-new-audio-features">Godot 3.2 will get new audio features</link> </tutorials> <methods> <method name="can_push_buffer" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="amount" type="int"> - </argument> + <return type="bool" /> + <argument index="0" name="amount" type="int" /> <description> + 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. </description> </method> <method name="clear_buffer"> - <return type="void"> - </return> + <return type="void" /> <description> + Clears the audio sample data buffer. </description> </method> <method name="get_frames_available" qualifiers="const"> - <return type="int"> - </return> + <return type="int" /> <description> + 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. </description> </method> <method name="get_skips" qualifiers="const"> - <return type="int"> - </return> + <return type="int" /> <description> </description> </method> <method name="push_buffer"> - <return type="bool"> - </return> - <argument index="0" name="frames" type="PackedVector2Array"> - </argument> + <return type="bool" /> + <argument index="0" name="frames" type="PackedVector2Array" /> <description> + 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. </description> </method> <method name="push_frame"> - <return type="bool"> - </return> - <argument index="0" name="frame" type="Vector2"> - </argument> + <return type="bool" /> + <argument index="0" name="frame" type="Vector2" /> <description> + 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. </description> </method> </methods> - <constants> - </constants> </class> |