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ResourceImporterMP3

Inherits: ResourceImporter < RefCounted < Object

Imports a MP3 audio file for playback.

Description

MP3 is a lossy audio format, with worse audio quality compared to ResourceImporterOggVorbis at a given bitrate.

In most cases, it's recommended to use Ogg Vorbis over MP3. However, if you're using a MP3 sound source with no higher quality source available, then it's recommended to use the MP3 file directly to avoid double lossy compression.

MP3 requires more CPU to decode than ResourceImporterWAV. If you need to play a lot of simultaneous sounds, it's recommended to use WAV for those sounds instead, especially if targeting low-end devices.

Tutorials

Properties

int

bar_beats

4

int

beat_count

0

float

bpm

0

bool

loop

false

float

loop_offset

0


Property Descriptions

int bar_beats = 4

The number of bars within a single beat in the audio track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects.

A more convenient editor for bar_beats is provided in the Advanced Import Settings dialog, as it lets you preview your changes without having to reimport the audio.


int beat_count = 0

The beat count of the audio track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects.

A more convenient editor for beat_count is provided in the Advanced Import Settings dialog, as it lets you preview your changes without having to reimport the audio.


float bpm = 0

The Beats Per Minute of the audio track. This should match the BPM measure that was used to compose the track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects.

A more convenient editor for bpm is provided in the Advanced Import Settings dialog, as it lets you preview your changes without having to reimport the audio.


bool loop = false

If enabled, the audio will begin playing at the beginning after playback ends by reaching the end of the audio.

Note: In AudioStreamPlayer, the AudioStreamPlayer.finished signal won't be emitted for looping audio when it reaches the end of the audio file, as the audio will keep playing indefinitely.


float loop_offset = 0

Determines where audio will start to loop after playback reaches the end of the audio. This can be used to only loop a part of the audio file, which is useful for some ambient sounds or music. The value is determined in seconds relative to the beginning of the audio. A value of 0.0 will loop the entire audio file.

Only has an effect if loop is