AudioStreamSample

    Stores audio data loaded from WAV files.

    AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an (for non-positional audio) or AudioStreamPlayer2D/ (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.

    Properties

    save_to_wav ( path )

    Enumerations

    enum Format:

    • FORMAT_16_BITS = 1 —- 16-bit audio codec.


    enum LoopMode:

    • LOOP_DISABLED = 0 —- Audio does not loop.

    • LOOP_FORWARD = 1 —- Audio loops the data between and loop_end, playing forward only.

    • LOOP_PING_PONG = 2 —- Audio loops the data between and loop_end, playing back and forth.

    • LOOP_BACKWARD = 3 —- Audio loops the data between and loop_end, playing backward only.

    Default

    PoolByteArray(  )

    Setter

    set_data(value)

    Getter

    get_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.


    Audio format. See constants for values.


    • int loop_begin

    Default

    0

    Setter

    set_loop_begin(value)

    Getter

    get_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.


    • loop_end

    Default

    0

    set_loop_end(value)

    Getter

    get_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.


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


    Default

    44100

    Setter

    set_mix_rate(value)

    Getter

    get_mix_rate()

    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, , 44100, and 48000.

    According to the , 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.


    Default

    false

    Setter

    set_stereo(value)

    Getter

    is_stereo()

    If true, audio is stereo.

    Method Descriptions

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

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