<?xml version="1.0" encoding="UTF-8" ?> <class name="AudioStreamSample" 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> 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. 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 AudioStreamSample 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="AudioStreamSample.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="AudioStreamSample.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>