Stores audio data loaded from WAV files.
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.
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Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA ADPCM or Quite OK Audio formats can't be saved. [b]Note:[/b] A [code].wav[/code] extension is automatically appended to [param path] if it is missing.
- Contains the audio data in bytes. [b]Note:[/b] If [member format] is set to [constant FORMAT_8_BITS], this property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, subtract 128 from each byte. [b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this property expects data from a full QOA file.
- Audio format. See [enum Format] constants for values.
- The loop start point (in number of samples, relative to the beginning of the stream).
- The loop end point (in number of samples, relative to the beginning of the stream).
- The loop mode. See [enum 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 [code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and [code]48000[/code]. According to the [url=https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], 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 [code]32000[/code] or [code]22050[/code] may be usable with no loss in quality.
- If [code]true[/code], audio is stereo.
8-bit PCM audio codec.
16-bit PCM audio codec.
Audio is lossily compressed as IMA ADPCM.
Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/url].
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.