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Diffstat (limited to 'doc/classes/AudioStreamSample.xml')
-rw-r--r-- | doc/classes/AudioStreamSample.xml | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/AudioStreamSample.xml b/doc/classes/AudioStreamSample.xml index c12e1bd05c..d07b1ac66d 100644 --- a/doc/classes/AudioStreamSample.xml +++ b/doc/classes/AudioStreamSample.xml @@ -5,7 +5,7 @@ </brief_description> <description> 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. - This class can also be used to store dynamically-generated PCM audio data. + This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation. </description> <tutorials> </tutorials> @@ -39,7 +39,9 @@ The loop mode. This information will be imported automatically from the WAV file if present. See [enum LoopMode] constants for values. </member> <member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100"> - The sample rate for mixing this audio. + The sample rate for mixing this audio. Higher values require more storage space, but result in better quality. + 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]. + 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. </member> <member name="stereo" type="bool" setter="set_stereo" getter="is_stereo" default="false"> If [code]true[/code], audio is stereo. |