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Merge pull request #10552 from skyace65/WAVRuntime
Update docs for runtime loading of WAV files
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tutorials/io/runtime_file_loading_and_saving.rst

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