AudioStreamMP3

Inherits: AudioStream < Resource < RefCounted < Object

MP3 audio stream driver.

Description

MP3 audio stream driver. See data if you want to load an MP3 file at run-time.

Properties

int

bar_beats

4

int

beat_count

0

float

bpm

0.0

PackedByteArray

data

PackedByteArray()

bool

loop

false

float

loop_offset

0.0


Property Descriptions

int bar_beats = 4 🔗

  • void set_bar_beats(value: int)

  • int get_bar_beats()

There is currently no description for this property. Please help us by contributing one!


int beat_count = 0 🔗

  • void set_beat_count(value: int)

  • int get_beat_count()

There is currently no description for this property. Please help us by contributing one!


float bpm = 0.0 🔗

There is currently no description for this property. Please help us by contributing one!


PackedByteArray data = PackedByteArray() 🔗

Contains the audio data in bytes.

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).

GDScriptC#

  1. func load_mp3(path):
  2. var file = FileAccess.open(path, FileAccess.READ)
  3. var sound = AudioStreamMP3.new()
  4. sound.data = file.get_buffer(file.get_length())
  5. return sound
  1. public AudioStreamMP3 LoadMP3(string path)
  2. {
  3. using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
  4. var sound = new AudioStreamMP3();
  5. sound.Data = file.GetBuffer(file.GetLength());
  6. return sound;
  7. }

Note: The returned array is copied and any changes to it will not update the original property value. See PackedByteArray for more details.


bool loop = false 🔗

  • void set_loop(value: bool)

  • bool has_loop()

If true, the stream will automatically loop when it reaches the end.


float loop_offset = 0.0 🔗

  • void set_loop_offset(value: float)

  • float get_loop_offset()

Time in seconds at which the stream starts after being looped.


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