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AudioStreamMP3
Table of contents

AudioStreamMP3 #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

MP3 audio stream driver.

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

Note: This class can optionally support legacy MP1 and MP2 formats, provided that the engine is compiled with the minimp3_extra_formats=yes SCons option. These extra formats are not enabled by default.

Members #

var bar_beats: int = 4#

var beat_count: int = 0#

var bpm: float = 0.0#

var data: PackedByteArray = 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).

GDScript

func load_mp3(path):
    var file = FileAccess.open(path, FileAccess.READ)
    var sound = AudioStreamMP3.new()
    sound.data = file.get_buffer(file.get_length())
    return sound

C#

public AudioStreamMP3 LoadMP3(string path)
{
    using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
    var sound = new AudioStreamMP3();
    sound.Data = file.GetBuffer(file.GetLength());
    return sound;
}

var loop: bool = false#

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

var loop_offset: float = 0.0#

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

Methods #

static func load_from_buffer(stream_data: PackedByteArray) -> AudioStreamMP3#

Creates a new AudioStreamMP3 instance from the given buffer. The buffer must contain MP3 data.

static func load_from_file(path: String) -> AudioStreamMP3#

Creates a new AudioStreamMP3 instance from the given file path. The file must be in MP3 format.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #