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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="AudioStreamWAV" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Stores audio data loaded from WAV files.
+ </brief_description>
+ <description>
+ 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.
+ This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="save_to_wav">
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
+ <description>
+ Saves the AudioStreamWAV as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
+ [b]Note:[/b] A [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
+ Contains the audio data in bytes.
+ [b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.
+ </member>
+ <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.Format" default="0">
+ Audio format. See [enum Format] constants for values.
+ </member>
+ <member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0">
+ 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.
+ </member>
+ <member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0">
+ 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.
+ </member>
+ <member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamWAV.LoopMode" default="0">
+ 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. 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.
+ </member>
+ </members>
+ <constants>
+ <constant name="FORMAT_8_BITS" value="0" enum="Format">
+ 8-bit audio codec.
+ </constant>
+ <constant name="FORMAT_16_BITS" value="1" enum="Format">
+ 16-bit audio codec.
+ </constant>
+ <constant name="FORMAT_IMA_ADPCM" value="2" enum="Format">
+ Audio is compressed using IMA ADPCM.
+ </constant>
+ <constant name="LOOP_DISABLED" value="0" enum="LoopMode">
+ Audio does not loop.
+ </constant>
+ <constant name="LOOP_FORWARD" value="1" enum="LoopMode">
+ Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
+ </constant>
+ <constant name="LOOP_PINGPONG" value="2" enum="LoopMode">
+ Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
+ </constant>
+ <constant name="LOOP_BACKWARD" value="3" enum="LoopMode">
+ Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.
+ </constant>
+ </constants>
+</class>