initial commit, 4.5 stable
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This commit is contained in:
64
modules/minimp3/doc_classes/AudioStreamMP3.xml
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64
modules/minimp3/doc_classes/AudioStreamMP3.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AudioStreamMP3" inherits="AudioStream" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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MP3 audio stream driver.
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</brief_description>
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<description>
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MP3 audio stream driver. See [member data] if you want to load an MP3 file at run-time.
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[b]Note:[/b] This class can optionally support legacy MP1 and MP2 formats, provided that the engine is compiled with the [code]minimp3_extra_formats=yes[/code] SCons option. These extra formats are not enabled by default.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="load_from_buffer" qualifiers="static">
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<return type="AudioStreamMP3" />
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<param index="0" name="stream_data" type="PackedByteArray" />
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<description>
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Creates a new [AudioStreamMP3] instance from the given buffer. The buffer must contain MP3 data.
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</description>
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</method>
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<method name="load_from_file" qualifiers="static">
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<return type="AudioStreamMP3" />
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<param index="0" name="path" type="String" />
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<description>
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Creates a new [AudioStreamMP3] instance from the given file path. The file must be in MP3 format.
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</description>
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</method>
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</methods>
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<members>
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<member name="bar_beats" type="int" setter="set_bar_beats" getter="get_bar_beats" default="4">
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</member>
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<member name="beat_count" type="int" setter="set_beat_count" getter="get_beat_count" default="0">
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</member>
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<member name="bpm" type="float" setter="set_bpm" getter="get_bpm" default="0.0">
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</member>
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<member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
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Contains the audio data in bytes.
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You can load a file without having to import it beforehand using the code snippet below. Keep in mind that this snippet loads the whole file into memory and may not be ideal for huge files (hundreds of megabytes or more).
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[codeblocks]
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[gdscript]
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func load_mp3(path):
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var file = FileAccess.open(path, FileAccess.READ)
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var sound = AudioStreamMP3.new()
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sound.data = file.get_buffer(file.get_length())
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return sound
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[/gdscript]
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[csharp]
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public AudioStreamMP3 LoadMP3(string path)
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{
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using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
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var sound = new AudioStreamMP3();
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sound.Data = file.GetBuffer(file.GetLength());
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return sound;
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}
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[/csharp]
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[/codeblocks]
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</member>
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<member name="loop" type="bool" setter="set_loop" getter="has_loop" default="false">
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If [code]true[/code], the stream will automatically loop when it reaches the end.
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</member>
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<member name="loop_offset" type="float" setter="set_loop_offset" getter="get_loop_offset" default="0.0">
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Time in seconds at which the stream starts after being looped.
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</member>
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</members>
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</class>
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37
modules/minimp3/doc_classes/ResourceImporterMP3.xml
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37
modules/minimp3/doc_classes/ResourceImporterMP3.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceImporterMP3" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Imports an MP3 audio file for playback.
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</brief_description>
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<description>
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MP3 is a lossy audio format, with worse audio quality compared to [ResourceImporterOggVorbis] at a given bitrate.
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In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using an MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.
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MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.
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</description>
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<tutorials>
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<link title="Importing audio samples">$DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html</link>
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</tutorials>
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<members>
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<member name="bar_beats" type="int" setter="" getter="" default="4">
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The number of bars within a single beat in the audio track. This is only relevant for music that wishes to make use of interactive music functionality, not sound effects.
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A more convenient editor for [member bar_beats] is provided in the [b]Advanced Import Settings[/b] dialog, as it lets you preview your changes without having to reimport the audio.
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</member>
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<member name="beat_count" type="int" setter="" getter="" default="0">
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The beat count of the audio track. This is only relevant for music that wishes to make use of interactive music functionality, not sound effects.
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A more convenient editor for [member beat_count] is provided in the [b]Advanced Import Settings[/b] dialog, as it lets you preview your changes without having to reimport the audio.
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</member>
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<member name="bpm" type="float" setter="" getter="" default="0">
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The beats per minute of the audio track. This should match the BPM measure that was used to compose the track. This is only relevant for music that wishes to make use of interactive music functionality, not sound effects.
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A more convenient editor for [member bpm] is provided in the [b]Advanced Import Settings[/b] dialog, as it lets you preview your changes without having to reimport the audio.
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</member>
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<member name="loop" type="bool" setter="" getter="" default="false">
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If enabled, the audio will begin playing at the beginning after playback ends by reaching the end of the audio.
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[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] signal won't be emitted for looping audio when it reaches the end of the audio file, as the audio will keep playing indefinitely.
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</member>
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<member name="loop_offset" type="float" setter="" getter="" default="0">
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Determines where audio will start to loop after playback reaches the end of the audio. This can be used to only loop a part of the audio file, which is useful for some ambient sounds or music. The value is determined in seconds relative to the beginning of the audio. A value of [code]0.0[/code] will loop the entire audio file.
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Only has an effect if [member loop] is [code]true[/code].
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A more convenient editor for [member loop_offset] is provided in the [b]Advanced Import Settings[/b] dialog, as it lets you preview your changes without having to reimport the audio.
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</member>
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</members>
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</class>
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