/** * This class is meant to be used with [AudioStreamGenerator] to play back the generated audio in real-time. * */ declare class AudioStreamGeneratorPlayback extends AudioStreamPlaybackResampled { /** * This class is meant to be used with [AudioStreamGenerator] to play back the generated audio in real-time. * */ new(): AudioStreamGeneratorPlayback; static "new"(): AudioStreamGeneratorPlayback /** Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be pushed to the audio sample data buffer without overflowing it, [code]false[/code] otherwise. */ can_push_buffer(amount: int): boolean; /** Clears the audio sample data buffer. */ clear_buffer(): void; /** Returns the number of audio data frames left to play. If this returned number reaches [code]0[/code], the audio will stop playing until frames are added again. Therefore, make sure your script can always generate and push new audio frames fast enough to avoid audio cracking. */ get_frames_available(): int; /** No documentation provided. */ get_skips(): int; /** Pushes several audio data frames to the buffer. This is usually more efficient than [method push_frame] in C# and compiled languages via GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript. */ push_buffer(frames: PoolVector2Array): boolean; /** Pushes a single audio data frame to the buffer. This is usually less efficient than [method push_buffer] in C# and compiled languages via GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript. */ push_frame(frame: Vector2): boolean; connect>(signal: T, method: SignalFunction): number; }