These extend Godot's built-in Resource. When multiple SpriteStudioPlayer2D nodes share the same resource, set the Local To Scene flag to True to give each node its own state.
Resource class corresponding to .ssab (animation binary).
Textures and sounds referenced by the animation resolve relative to the directory the resource was loaded from, so keep the converter's output directory intact when moving files around.
Main methods:
load_from_file(path: String) -> Error/save_to_file(path: String) -> Erroris_valid() -> bool: Whether the held binary passes verification. The result is cached, since the buffer is immutable between loads.get_animation_count() -> int/get_animation_names() -> PackedStringArrayget_cellmap_names() -> PackedStringArray/get_cell_names(cellmap_name: String) -> PackedStringArray: The same two lookups the player offers, for an.ssabthat is not on a player yet.get_cell_names()returns an empty array for an unknown cell map.get_sound_stream(sound_list_name_hash: int, sound_name_hash: int) -> AudioStream: The stream for an audio event, ornullwhen the referenced file is missing or unsupported. Both hashes come from theaudiosignal's payload. Results are cached per resource — including the misses, so a missing file is not re-resolved on every event.get_sound_info(sound_list_name_hash: int, sound_name_hash: int) -> Dictionary: The same lookup without loading anything:alias(the name authored in SpriteStudio),file_path(relative to this resource),path(the resolved project path),file_path_hashandtime_total. Empty when the event is unknown.
See Audio Playback for how the two sound lookups are used.
Resource class corresponding to .ssqb (sequence binary).
Main methods:
load_from_file(path: String) -> Errorsave_to_file(path: String) -> Error