Stores audio data loaded from WAV files.
AudioStreamSample 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.
Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved. [b]Note:[/b] A [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
- Contains the audio data in bytes. [b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.
- Audio format. See [enum Format] constants for values.
- 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.
- 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 [enum LoopMode] constants for values.
- The sample rate for mixing this audio.
- If [code]true[/code], audio is stereo.
8-bit audio codec.
16-bit audio codec.
Audio is compressed using IMA ADPCM.
Audio does not loop.
Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.