AudioStreamWAV
继承: AudioStream
< Resource
< RefCounted
< Object
Stores audio data loaded from WAV files.
描述
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.
属性
方法
Error | save_to_wav ( path: String ) |
枚举
enum Format:
Format FORMAT_8_BITS = 0
8-bit PCM audio codec.
Format FORMAT_16_BITS = 1
16-bit PCM audio codec.
Format FORMAT_IMA_ADPCM = 2
Audio is lossily compressed as IMA ADPCM.
Format FORMAT_QOA = 3
Audio is lossily compressed as Quite OK Audio.
enum LoopMode:
LoopMode LOOP_DISABLED = 0
Audio does not loop.
LoopMode LOOP_FORWARD = 1
Audio loops the data between loop_begin
and loop_end
, playing forward only.
LoopMode LOOP_PINGPONG = 2
Audio loops the data between loop_begin
and loop_end
, playing back and forth.
LoopMode LOOP_BACKWARD = 3
Audio loops the data between loop_begin
and loop_end
, playing backward only.
属性说明
PackedByteArray
data = PackedByteArray()
void
set_data ( value:PackedByteArray
)PackedByteArray
get_data ( )
Contains the audio data in bytes.
Note: If format
is set to FORMAT_8_BITS
, this property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, subtract 128 from each byte.
Note: If format
is set to FORMAT_QOA
, this property expects data from a full QOA file.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedByteArray
for more details.
Format format = 0
Audio format. See Format constants for values.
int
loop_begin = 0
The loop start point (in number of samples, relative to the beginning of the stream).
int
loop_end = 0
The loop end point (in number of samples, relative to the beginning of the stream).
LoopMode loop_mode = 0
The loop mode. See LoopMode constants for values.
int
mix_rate = 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 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 = false
If true
, audio is stereo.
方法说明
Error save_to_wav ( path: String
)
Saves the AudioStreamWAV as a WAV file to path
. Samples with IMA ADPCM or Quite OK Audio formats can't be saved.
Note: A .wav
extension is automatically appended to path
if it is missing.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。