Stores audio data loaded from WAV files. AudioStreamWAV stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped. This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation. $DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA ADPCM or Quite OK Audio formats can't be saved. [b]Note:[/b] A [code].wav[/code] extension is automatically appended to [param path] if it is missing. Contains the audio data in bytes. [b]Note:[/b] If [member format] is set to [constant FORMAT_8_BITS], this property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, subtract 128 from each byte. [b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this property expects data from a full QOA file. Audio format. See [enum Format] constants for values. The loop start point (in number of samples, relative to the beginning of the stream). The loop end point (in number of samples, relative to the beginning of the stream). The loop mode. See [enum LoopMode] constants for values. The sample rate for mixing this audio. Higher values require more storage space, but result in better quality. In games, common sample rates in use are [code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and [code]48000[/code]. According to the [url=https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], there is no quality difference to human hearing when going past 40,000 Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are using lower-pitched sounds such as voices, lower sample rates such as [code]32000[/code] or [code]22050[/code] may be usable with no loss in quality. If [code]true[/code], audio is stereo. 8-bit PCM audio codec. 16-bit PCM audio codec. Audio is lossily compressed as IMA ADPCM. Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/url]. Audio does not loop. Audio loops the data between [member loop_begin] and [member loop_end], playing forward only. Audio loops the data between [member loop_begin] and [member loop_end], playing back and forth. Audio loops the data between [member loop_begin] and [member loop_end], playing backward only.