Merge pull request #10552 from skyace65/WAVRuntime

Update docs for runtime loading of WAV files
This commit is contained in:
Max Hilbrunner
2025-01-28 06:05:40 +01:00
committed by GitHub
@@ -168,8 +168,8 @@ Example of loading an image and displaying it in a :ref:`class_TextureRect` node
Audio/video files
-----------------
Godot supports loading Ogg Vorbis audio at runtime. Note that not *all* files
with an ``.ogg`` extension may be Ogg Vorbis files. Some may be Ogg Theora
Godot supports loading Ogg Vorbis and WAV audio at runtime. Note that not *all*
files with an ``.ogg`` extension are Ogg Vorbis files. Some may be Ogg Theora
videos, or contain Opus audio within an Ogg container. These files will **not**
load correctly as audio files in Godot.
@@ -213,14 +213,7 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer`
.. note::
Godot doesn't support runtime loading of MP3 or WAV files yet. Until this is
implemented, it's feasible to implement runtime WAV loading using a script
since :ref:`class_AudioStreamWAV`'s ``data`` property is exposed to
scripting.
It's still possible to *save* WAV files using
:ref:`AudioStreamWAV.save_to_wav <class_AudioStreamWAV_method_save_to_wav>`, which is useful
for procedurally generated audio or microphone recordings.
Godot doesn't support runtime loading of MP3 files yet.
.. _doc_runtime_file_loading_and_saving_3d_scenes: