AudioStreamSample
Inherits: AudioStream < Resource < Reference < Object Stores audio data loaded from WAV files.
Description
AudioStreamPlayer (for non-positional audio) or AudioStreamPlayer2D/AudioStreamPlayer3D (for positional audio). The sound can be looped. AudioStreamGenerator for procedural audio generation.
Properties
Methods
Enumerations
Format:
- FORMAT_8_BITS = 0 —- 8-bit audio codec.
- FORMAT_16_BITS = 1 —- 16-bit audio codec.
- FORMAT_IMA_ADPCM = 2 —- Audio is compressed using IMA ADPCM.
LoopMode:
- LOOP_DISABLED = 0 —- Audio does not loop.
- LOOP_FORWARD = 1 —- Audio loops the data between loop_begin and loop_end, playing forward only.
- LOOP_PING_PONG = 2 —- Audio loops the data between loop_begin and loop_end, playing back and forth.
- LOOP_BACKWARD = 3 —- Audio loops the data between loop_begin and loop_end, playing backward only.
Property Descriptions
- PoolByteArray data Contains the audio data in bytes. Note: This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.
- Format format Format constants for values.
- int loop_begin 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.
- int loop_end 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.
- LoopMode loop_mode LoopMode constants for values.
- int mix_rate
The sample rate for mixing this audio. Higher values require more storage space, but result in better quality.
11025,16000,22050,32000,44100, and48000. Nyquist-Shannon sampling theorem, 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 as32000or22050may be usable with no loss in quality.
