Add an example for how to use AudioStreamGenerator
This commit is contained in:
parent
de416c5cbd
commit
9d77caaf95
1 changed files with 23 additions and 3 deletions
|
@ -1,16 +1,36 @@
|
|||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="AudioStreamGenerator" inherits="AudioStream" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
||||
<brief_description>
|
||||
Audio stream that generates sounds procedurally.
|
||||
An audio stream with utilities for procedural sound generation.
|
||||
</brief_description>
|
||||
<description>
|
||||
This audio stream does not play back sounds, but expects a script to generate audio data for it instead. See also [AudioStreamGeneratorPlayback].
|
||||
[AudioStreamGenerator] is a type of audio stream that does not play back sounds on its own; instead, it expects a script to generate audio data for it. See also [AudioStreamGeneratorPlayback].
|
||||
Here's a sample on how to use it to generate a sine wave:
|
||||
[codeblock]
|
||||
var playback # Will hold the AudioStreamGeneratorPlayback.
|
||||
@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate
|
||||
var pulse_hz = 440.0 # The frequency of the sound wave.
|
||||
|
||||
func _ready():
|
||||
$AudioStreamPlayer.play()
|
||||
playback = $AudioStreamPlayer.get_stream_playback()
|
||||
fill_buffer()
|
||||
|
||||
func fill_buffer():
|
||||
var phase = 0.0
|
||||
var increment = pulse_hz / sample_hz
|
||||
var frames_available = playback.get_frames_available()
|
||||
|
||||
for i in range(frames_available):
|
||||
playback.push_frame(Vector2.ONE * sin(phase * TAU))
|
||||
phase = fmod(phase + increment, 1.0)
|
||||
[/codeblock]
|
||||
In the example above, the "AudioStreamPlayer" node must use an [AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function provides audio data for approximating a sine wave.
|
||||
See also [AudioEffectSpectrumAnalyzer] for performing real-time audio spectrum analysis.
|
||||
[b]Note:[/b] Due to performance constraints, this class is best used from C# or from a compiled language via GDExtension. If you still want to use this class from GDScript, consider using a lower [member mix_rate] such as 11,025 Hz or 22,050 Hz.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
|
||||
<link title="Godot 3.2 will get new audio features">https://godotengine.org/article/godot-32-will-get-new-audio-features</link>
|
||||
</tutorials>
|
||||
<members>
|
||||
<member name="buffer_length" type="float" setter="set_buffer_length" getter="get_buffer_length" default="0.5">
|
||||
|
|
Loading…
Reference in a new issue