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-rw-r--r--doc/classes/AudioStreamGeneratorPlayback.xml37
1 files changed, 18 insertions, 19 deletions
diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml
index cd8e8735b6..d99d041053 100644
--- a/doc/classes/AudioStreamGeneratorPlayback.xml
+++ b/doc/classes/AudioStreamGeneratorPlayback.xml
@@ -1,53 +1,52 @@
<?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 title="Audio generator demo project">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>