AudioStreamSample Properties |
The AudioStreamSample type exposes the following members.
Name | Description | |
---|---|---|
![]() | 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. |
![]() | DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) |
![]() | Format | Audio format. See AudioStreamSampleFormatEnum constants for values. |
![]() | LoopBegin | 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. |
![]() | LoopEnd | 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. |
![]() | LoopMode | The loop mode. This information will be imported automatically from the WAV file if present. See AudioStreamSampleLoopModeEnum constants for values. |
![]() | MixRate | The sample rate for mixing this audio. |
![]() | NativeInstance | (Inherited from Object.) |
![]() | ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. |
![]() | ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. |
![]() | ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. |
![]() | Stereo | If true, audio is stereo. |