godot/doc/classes/AudioStreamWAV.xml
Rémi Verschelde 4396f8fbd3 Add AudioStreamMP3 load_from_file/load_from_buffer and harmonize other audio streams
Move OggVorbis and MP3 loading code to their AudioStream class, matching how it's done for WAV.

The duplicate functions in ResourceImporterOggVorbis are now deprecated.

Co-authored-by: MaxIsJoe <34368774+MaxIsJoe@users.noreply.github.com>
2025-01-09 15:46:04 +01:00

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XML

<?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>
</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>