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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_audiostreams.rst:4
msgid "Custom AudioStreams"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:7
msgid "Introduction"
msgstr "Einführung"
#: ../../docs/development/cpp/custom_audiostreams.rst:9
msgid ""
"AudioStream is the base class of all audio emitting objects. "
"AudioStreamPlayer binds onto an AudioStream to emit PCM data into an "
"AudioServer which manages audio drivers."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:13
msgid ""
"All audio resources require two audio based classes: AudioStream and "
"AudioStreamPlayback. As a data container, AudioStream contains the resource "
"and exposes itself to GDScript. AudioStream references its own internal "
"custom AudioStreamPlayback which translates AudioStream into PCM data."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:19
msgid ""
"This guide assumes the reader knows how to create C++ modules. If not, refer "
"to this guide :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:23
#: ../../docs/development/cpp/custom_audiostreams.rst:117
#: ../../docs/development/cpp/custom_audiostreams.rst:348
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:25
#: ../../docs/development/cpp/custom_audiostreams.rst:119
#: ../../docs/development/cpp/custom_audiostreams.rst:350
msgid ""
"`servers/audio/audio_stream.h <https://github.com/godotengine/godot/blob/"
"master/servers/audio/audio_stream.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:26
#: ../../docs/development/cpp/custom_audiostreams.rst:351
msgid ""
"`scene/audio/audioplayer.cpp <https://github.com/godotengine/godot/blob/"
"master/scene/audio/audio_player.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:29
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:31
msgid "Binding external libraries (like Wwise, FMOD, etc)."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:32
msgid "Adding custom audio queues"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:33
msgid "Adding support for more audio formats"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:36
msgid "Create an AudioStream"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:38
msgid ""
"An AudioStream consists of three components: data container, stream name, "
"and an AudioStreamPlayback friend class generator. Audio data can be loaded "
"in a number of ways such as with an internal counter for a tone generator, "
"internal/external buffer, or a file reference."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:43
msgid ""
"Some AudioStreams need to be stateless such as objects loaded from "
"ResourceLoader. ResourceLoader loads once and references the same object "
"regardless how many times ``load`` is called on a specific resource. "
"Therefore, playback state must be self-contained in AudioStreamPlayback."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:123
msgid "Create an AudioStreamPlayback"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:125
msgid ""
"AudioStreamPlayer uses ``mix`` callback to obtain PCM data. The callback "
"must match sample rate and fill the buffer."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:127
msgid ""
"Since AudioStreamPlayback is controlled by the audio thread, i/o and dynamic "
"memory allocation are forbidden."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:232
msgid "Resampling"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:234
msgid ""
"Godot's AudioServer currently uses 44100 Hz sample rate. When other sample "
"rates are needed such as 48000, either provide one or use "
"AudioStreamPlaybackResampled. Godot provides cubic interpolation for audio "
"resampling."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:238
msgid ""
"Instead of overloading ``mix``, AudioStreamPlaybackResampled uses "
"``_mix_internal`` to query AudioFrames and ``get_stream_sampling_rate`` to "
"query current mix rate."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:349
msgid ""
"`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/"
"core/math/audio_frame.h>`__"
msgstr ""