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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="AudioStreamWAV" inherits="AudioStream" 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>
- <link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
- </tutorials>
- <methods>
- <method name="load_from_buffer" qualifiers="static">
- <return type="AudioStreamWAV" />
- <param index="0" name="stream_data" type="PackedByteArray" />
- <param index="1" name="options" type="Dictionary" default="{}" />
- <description>
- Creates a new [AudioStreamWAV] instance from the given buffer. The buffer must contain WAV data.
- The keys and values of [param options] match the properties of [ResourceImporterWAV]. The usage of [param options] is identical to [method AudioStreamWAV.load_from_file].
- </description>
- </method>
- <method name="load_from_file" qualifiers="static">
- <return type="AudioStreamWAV" />
- <param index="0" name="path" type="String" />
- <param index="1" name="options" type="Dictionary" default="{}" />
- <description>
- Creates a new [AudioStreamWAV] instance from the given file path. The file must be in WAV format.
- The keys and values of [param options] match the properties of [ResourceImporterWAV].
- [b]Example:[/b] Load the first file dropped as a WAV and play it:
- [codeblock]
- @onready var audio_player = $AudioStreamPlayer
- func _ready():
- get_window().files_dropped.connect(_on_files_dropped)
- func _on_files_dropped(files):
- if files[0].get_extension() == "wav":
- audio_player.stream = AudioStreamWAV.load_from_file(files[0], {
- "force/max_rate": true,
- "force/max_rate_hz": 11025
- })
- audio_player.play()
- [/codeblock]
- </description>
- </method>
- <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 [param path]. Samples with IMA ADPCM or Quite OK Audio formats can't be saved.
- [b]Note:[/b] A [code].wav[/code] extension is automatically appended to [param path] 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] If [member format] is set to [constant FORMAT_8_BITS], this property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, subtract 128 from each byte.
- [b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this property expects data from a full QOA file.
- </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 stream).
- </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 stream).
- </member>
- <member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamWAV.LoopMode" default="0">
- The loop mode. 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>
- <member name="tags" type="Dictionary" setter="set_tags" getter="get_tags" default="{}">
- Contains user-defined tags if found in the WAV data.
- Commonly used tags include [code]title[/code], [code]artist[/code], [code]album[/code], [code]tracknumber[/code], and [code]date[/code] ([code]date[/code] does not have a standard date format).
- [b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so make sure to account for the keys not always existing.
- [b]Note:[/b] Only WAV files using a [code]LIST[/code] chunk with an identifier of [code]INFO[/code] to encode the tags are currently supported.
- </member>
- </members>
- <constants>
- <constant name="FORMAT_8_BITS" value="0" enum="Format">
- 8-bit PCM audio codec.
- </constant>
- <constant name="FORMAT_16_BITS" value="1" enum="Format">
- 16-bit PCM audio codec.
- </constant>
- <constant name="FORMAT_IMA_ADPCM" value="2" enum="Format">
- Audio is lossily compressed as IMA ADPCM.
- </constant>
- <constant name="FORMAT_QOA" value="3" enum="Format">
- Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/url].
- </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>
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