<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamWAV" inherits="AudioStream" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Stores audio data loaded from WAV files.
	</brief_description>
	<description>
		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.
	</description>
	<tutorials>
		<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
	</tutorials>
	<methods>
		<method name="load_from_buffer" qualifiers="static">
			<return type="AudioStreamWAV" />
			<param index="0" name="stream_data" type="PackedByteArray" />
			<param index="1" name="options" type="Dictionary" default="{}" />
			<description>
				Creates a new [AudioStreamWAV] instance from the given buffer. The buffer must contain WAV data.
				The keys and values of [param options] match the properties of [ResourceImporterWAV]. The usage of [param options] is identical to [method AudioStreamWAV.load_from_file].
			</description>
		</method>
		<method name="load_from_file" qualifiers="static">
			<return type="AudioStreamWAV" />
			<param index="0" name="path" type="String" />
			<param index="1" name="options" type="Dictionary" default="{}" />
			<description>
				Creates a new [AudioStreamWAV] instance from the given file path. The file must be in WAV format.
				The keys and values of [param options] match the properties of [ResourceImporterWAV].
				[b]Example:[/b] Load the first file dropped as a WAV and play it:
				[codeblock]
				@onready var audio_player = $AudioStreamPlayer

				func _ready():
					get_window().files_dropped.connect(_on_files_dropped)

				func _on_files_dropped(files):
					if files[0].get_extension() == "wav":
						audio_player.stream = AudioStreamWAV.load_from_file(files[0], {
								"force/max_rate": true,
								"force/max_rate_hz": 11025
							})
						audio_player.play()
				[/codeblock]
			</description>
		</method>
		<method name="save_to_wav">
			<return type="int" enum="Error" />
			<param index="0" name="path" type="String" />
			<description>
				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.
			</description>
		</method>
	</methods>
	<members>
		<member name="data" type="PackedByteArray" setter="set_data" getter="get_data" default="PackedByteArray()">
			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.
		</member>
		<member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.Format" default="0">
			Audio format.
		</member>
		<member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0">
			The loop start point (in number of samples, relative to the beginning of the stream).
		</member>
		<member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0">
			The loop end point (in number of samples, relative to the beginning of the stream).
		</member>
		<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamWAV.LoopMode" default="0">
			The loop mode.
		</member>
		<member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100">
			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.
		</member>
		<member name="stereo" type="bool" setter="set_stereo" getter="is_stereo" default="false">
			If [code]true[/code], audio is stereo.
		</member>
		<member name="tags" type="Dictionary" setter="set_tags" getter="get_tags" default="{}">
			Contains user-defined tags if found in the WAV data.
			Commonly used tags include [code]title[/code], [code]artist[/code], [code]album[/code], [code]tracknumber[/code], and [code]date[/code] ([code]date[/code] does not have a standard date format).
			[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so make sure to account for the keys not always existing.
			[b]Note:[/b] Only WAV files using a [code]LIST[/code] chunk with an identifier of [code]INFO[/code] to encode the tags are currently supported.
		</member>
	</members>
	<constants>
		<constant name="FORMAT_8_BITS" value="0" enum="Format">
			8-bit PCM audio codec.
		</constant>
		<constant name="FORMAT_16_BITS" value="1" enum="Format">
			16-bit PCM audio codec.
		</constant>
		<constant name="FORMAT_IMA_ADPCM" value="2" enum="Format">
			Audio is lossily compressed as IMA ADPCM.
		</constant>
		<constant name="FORMAT_QOA" value="3" enum="Format">
			Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/url].
		</constant>
		<constant name="LOOP_DISABLED" value="0" enum="LoopMode">
			Audio does not loop.
		</constant>
		<constant name="LOOP_FORWARD" value="1" enum="LoopMode">
			Audio loops the data between [member loop_begin] and [member loop_end], playing forward only.
		</constant>
		<constant name="LOOP_PINGPONG" value="2" enum="LoopMode">
			Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth.
		</constant>
		<constant name="LOOP_BACKWARD" value="3" enum="LoopMode">
			Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.
		</constant>
	</constants>
</class>
