AudioStreamWAV ​
Inherits: AudioStream < Resource < RefCounted < Object
Stores audio data loaded from WAV files.
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.
Tutorials
Properties
PackedByteArray() | ||
0 | ||
0 | ||
0 | ||
0 | ||
44100 | ||
false |
Methods
save_to_wav(path: String) |
Enumerations
enum Format: 🔗
Format FORMAT_8_BITS = 0
8-bit audio codec.
Format FORMAT_16_BITS = 1
16-bit audio codec.
Format FORMAT_IMA_ADPCM = 2
Audio is compressed using IMA ADPCM.
Format FORMAT_QOA = 3
Audio is compressed as QOA (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.
Property Descriptions
PackedByteArray data = PackedByteArray() 🔗
void set_data(value: PackedByteArray)
PackedByteArray 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.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedByteArray for more details.
Audio format. See Format constants for values.
The loop start point (in number of samples, relative to the beginning of the stream). This information will be imported automatically from the WAV file if present.
The loop end point (in number of samples, relative to the beginning of the stream). 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 LoopMode constants for values.
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.
If true
, audio is stereo.
Method Descriptions
Error save_to_wav(path: String) 🔗
Saves the AudioStreamWAV as a WAV file to path
. Samples with IMA ADPCM or QOA formats can't be saved.
Note: A .wav
extension is automatically appended to path
if it is missing.