|
@@ -12,9 +12,9 @@
|
|
|
<members>
|
|
|
<member name="compress/mode" type="int" setter="" getter="" default="0">
|
|
|
The compression mode to use on import.
|
|
|
- [b]Disabled:[/b] Imports audio data without any compression. This results in the highest possible quality.
|
|
|
- [b]RAM (Ima-ADPCM):[/b] Performs fast lossy compression on import. Low CPU cost, but quality is noticeably decreased compared to Ogg Vorbis or even MP3.
|
|
|
- [b]QOA ([url=https://qoaformat.org/]Quite OK Audio[/url]):[/b] Performs lossy compression on import. CPU cost is slightly higher than IMA-ADPCM, but quality is much higher.
|
|
|
+ - [b]PCM (Uncompressed):[/b] Imports audio data without any form of compression, preserving the highest possible quality. It has the lowest CPU cost, but the highest memory usage.
|
|
|
+ - [b]IMA ADPCM:[/b] Applies fast, lossy compression during import, noticeably decreasing the quality, but with low CPU cost and memory usage. Does not support seeking and only Forward loop mode is supported.
|
|
|
+ - [b][url=https://qoaformat.org/]Quite OK Audio[/url]:[/b] Also applies lossy compression on import, having a slightly higher CPU cost compared to IMA ADPCM, but much higher quality and the lowest memory usage.
|
|
|
</member>
|
|
|
<member name="edit/loop_begin" type="int" setter="" getter="" default="0">
|
|
|
The begin loop point to use when [member edit/loop_mode] is [b]Forward[/b], [b]Ping-Pong[/b], or [b]Backward[/b]. This is set in samples after the beginning of the audio file.
|
|
@@ -23,11 +23,12 @@
|
|
|
The end loop point to use when [member edit/loop_mode] is [b]Forward[/b], [b]Ping-Pong[/b], or [b]Backward[/b]. This is set in samples after the beginning of the audio file. A value of [code]-1[/code] uses the end of the audio file as the end loop point.
|
|
|
</member>
|
|
|
<member name="edit/loop_mode" type="int" setter="" getter="" default="0">
|
|
|
- Controls how audio should loop. This is automatically read from the WAV metadata on import.
|
|
|
- [b]Disabled:[/b] Don't loop audio, even if metadata indicates the file should be played back looping.
|
|
|
- [b]Forward:[/b] Standard audio looping.
|
|
|
- [b]Ping-Pong:[/b] Play audio forward until it's done playing, then play it backward and repeat. This is similar to mirrored texture repeat, but for audio.
|
|
|
- [b]Backward:[/b] Play audio in reverse and loop back to the end when done playing.
|
|
|
+ Controls how audio should loop.
|
|
|
+ - [b]Detect From WAV:[/b] Uses loop information from the WAV metadata.
|
|
|
+ - [b]Disabled:[/b] Don't loop audio, even if the metadata indicates the file playback should loop.
|
|
|
+ - [b]Forward:[/b] Standard audio looping. Plays the audio forward from the beginning to [member edit/loop_end], then returns to [member edit/loop_begin] and repeats.
|
|
|
+ - [b]Ping-Pong:[/b] Plays the audio forward until [member edit/loop_end], then backwards to [member edit/loop_begin], repeating this cycle.
|
|
|
+ - [b]Backward:[/b] Plays the audio backwards from [member edit/loop_end] to [member edit/loop_begin], then repeats.
|
|
|
[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] signal won't be emitted for looping audio when it reaches the end of the audio file, as the audio will keep playing indefinitely.
|
|
|
</member>
|
|
|
<member name="edit/normalize" type="bool" setter="" getter="" default="false">
|