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