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Diffstat (limited to 'doc/classes/AudioStreamWAV.xml')
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diff --git a/doc/classes/AudioStreamWAV.xml b/doc/classes/AudioStreamWAV.xml new file mode 100644 index 0000000000..1055fe053e --- /dev/null +++ b/doc/classes/AudioStreamWAV.xml @@ -0,0 +1,71 @@ +<?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" /> + <param 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> |