class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceAudioStream AudioStreamWAV
Stores audio data loaded from WAV files.

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.

Enum Format<>():Enum

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.

Enum LoopMode<>():Enum

LOOP_DISABLED = 0

Audio does not loop.


LOOP_FORWARD = 1

Audio loops the data between loop_begin and loop_end, playing forward only.


LOOP_PINGPONG = 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.

PackedByteArray data<>():PackedByteArray

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

Audio format. See Format constants for values.

int loop_begin<>():int

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<>():int

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

The loop mode. This information will be imported automatically from the WAV file if present. See LoopMode constants for values.

int mix_rate<>():int

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 11025, 16000, 22050, 32000, 44100, and 48000.

According to the 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 as 32000 or 22050 may be usable with no loss in quality.

bool stereo<>():bool

If true, audio is stereo.

Error save_to_wav<>( String path=, path:String=, ):Error

Saves the AudioStreamWAV as a WAV file to path. Samples with IMA ADPCM format can't be saved.

Note: A .wav extension is automatically appended to path if it is missing.




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