godot/doc/classes/AudioStreamGeneratorPlayback.xml
Hugo Locurcio c872819be6
Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
- Mention audio sample rate caveats in other classes where relevant.
2021-05-15 23:23:06 +02:00

65 lines
2.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamGeneratorPlayback" inherits="AudioStreamPlaybackResampled" version="4.0">
<brief_description>
Plays back audio generated using [AudioStreamGenerator].
</brief_description>
<description>
This class is meant to be used with [AudioStreamGenerator] to play back the generated audio in real-time.
</description>
<tutorials>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
<link title="https://godotengine.org/article/godot-32-will-get-new-audio-features">Godot 3.2 will get new audio features</link>
</tutorials>
<methods>
<method name="can_push_buffer" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="amount" type="int">
</argument>
<description>
Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be pushed to the audio sample data buffer without overflowing it, [code]false[/code] otherwise.
</description>
</method>
<method name="clear_buffer">
<return type="void">
</return>
<description>
Clears the audio sample data buffer.
</description>
</method>
<method name="get_frames_available" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of audio data frames left to play. If this returned number reaches [code]0[/code], the audio will stop playing until frames are added again. Therefore, make sure your script can always generate and push new audio frames fast enough to avoid audio cracking.
</description>
</method>
<method name="get_skips" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="push_buffer">
<return type="bool">
</return>
<argument index="0" name="frames" type="PackedVector2Array">
</argument>
<description>
Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript.
</description>
</method>
<method name="push_frame">
<return type="bool">
</return>
<argument index="0" name="frame" type="Vector2">
</argument>
<description>
Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript.
</description>
</method>
</methods>
<constants>
</constants>
</class>