Class AudioStreamWAV
Stores audio data loaded from WAV files.
- Inheritance
-
AudioStreamWAV
Remarks
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.
See Also
Properties
data
Contains the audio data in bytes.
Note: If format is set to AudioStreamWAV.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 AudioStreamWAV.FORMAT_QOA, this property expects data from a full QOA file.
var data : PackedByteArray = PackedByteArray()
Property Value
Remarks
- void set_data(PackedByteArray value)
- PackedByteArray get_data
format
Audio format. See Format constants for values.
var format : int = 0
Property Value
Remarks
loop_begin
The loop start point (in number of samples, relative to the beginning of the stream).
var loop_begin : int = 0
Property Value
Remarks
loop_end
The loop end point (in number of samples, relative to the beginning of the stream).
var loop_end : int = 0
Property Value
Remarks
loop_mode
The loop mode. See LoopMode constants for values.
var loop_mode : int = 0
Property Value
Remarks
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
, 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.
var mix_rate : int = 44100
Property Value
Remarks
stereo
If true
, audio is stereo.
var stereo : bool = false
Property Value
Remarks
Methods
load_from_buffer(PackedByteArray, Dictionary)
Qualifiers: static
Creates a new AudioStreamWAV instance from the given buffer. The buffer must contain WAV data.
The keys and values of options
match the properties of ResourceImporterWAV. The usage of options
is identical to AudioStreamWAV.load_from_file.
AudioStreamWAV load_from_buffer(PackedByteArray stream_data, Dictionary options)
Parameters
stream_data
PackedByteArrayoptions
Dictionary
load_from_file(String, Dictionary)
Qualifiers: static
Creates a new AudioStreamWAV instance from the given file path. The file must be in WAV format.
The keys and values of options
match the properties of ResourceImporterWAV.
Example: Load the first file dropped as a WAV and play it:
@onready var audio_player = $AudioStreamPlayer
func _ready():
get_window().files_dropped.connect(_on_files_dropped)
func _on_files_dropped(files):
if files[0].get_extension() == "wav":
audio_player.stream = AudioStreamWAV.load_from_file(files[0], {
"force/max_rate": true,
"force/max_rate_hz": 11025
})
audio_player.play()
AudioStreamWAV load_from_file(String path, Dictionary options)
Parameters
path
Stringoptions
Dictionary
save_to_wav(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.
int save_to_wav(String path)
Parameters
path
String