<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/audio, branch 3.0.4-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/scene/audio?h=3.0.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/audio?h=3.0.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-05-13T19:42:27Z</updated>
<entry>
<title>Use fake audio playing property in editor</title>
<updated>2018-05-13T19:42:27Z</updated>
<author>
<name>ShyRed</name>
</author>
<published>2018-03-08T18:11:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c2a8eb20816d857634ee4c38ade3e1a048310890'/>
<id>urn:sha1:c2a8eb20816d857634ee4c38ade3e1a048310890</id>
<content type='text'>
It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor.

Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor.

This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.

(cherry picked from commit bc1522e26865c9b84159ff4b4bcde7896fd73496)
</content>
</entry>
<entry>
<title>Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D</title>
<updated>2018-03-28T20:43:44Z</updated>
<author>
<name>MrCdK</name>
</author>
<published>2018-01-01T21:23:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=99331ca39503dde8b9a426cc3cf80b83cbbe41db'/>
<id>urn:sha1:99331ca39503dde8b9a426cc3cf80b83cbbe41db</id>
<content type='text'>
(cherry picked from commit 5bc010e8eeef71ad9a9034bd16df454a9933592a)
</content>
</entry>
<entry>
<title>Fix issue 15895, audio streams don't signalling finished after the first one</title>
<updated>2018-02-04T18:56:37Z</updated>
<author>
<name>robfram</name>
</author>
<published>2018-01-20T21:22:00Z</published>
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<id>urn:sha1:1036a76bc5c98e63931f6791502021104d5fd010</id>
<content type='text'>
if the audio player is set to play again due to the order of calls in
_notification. First it emits the signal, and later it disable the internal
processing regardless what the callback did.

Changed to emit the signal at the end to ensure the changes done at callback
remains.

(cherry picked from commit d588fe2740e3cb98b0f126e80490353333a5f97e)
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e4213e66b2dd8f5a87d8cf5015ac83ba3143279d'/>
<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b50a9114b105dafafdda8248a38653bca314a6f3'/>
<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,</title>
<updated>2017-11-25T03:09:40Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-11-25T03:07:54Z</published>
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<id>urn:sha1:bc2e8d99e5ae0dbd69e712cc71da3033f5f30139</id>
<content type='text'>
leading to unnecesary copy on writes and reduced performance.
</content>
</entry>
<entry>
<title>-Added ramp fadeout in AudioStreamPlayer, removes clips on audio restart</title>
<updated>2017-11-12T14:11:45Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-11-12T14:11:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=48d57e4a30e01d0f8eec54d469bc9e69a77240b2'/>
<id>urn:sha1:48d57e4a30e01d0f8eec54d469bc9e69a77240b2</id>
<content type='text'>
-Fixed bug in AudioStreamPlayerSampler not completely writing the target buffer if sample ends, fixes #12307
</content>
</entry>
<entry>
<title>Fixed bug with clearing the stream in AudioPlayerStream</title>
<updated>2017-09-27T13:30:08Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-09-27T13:30:08Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f12b4e5fa3b3aeec71399e0f329b0cad281ac301'/>
<id>urn:sha1:f12b4e5fa3b3aeec71399e0f329b0cad281ac301</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename get_position =&gt; get_playback_position and seek_pos =&gt; seek on audio classes</title>
<updated>2017-09-23T14:55:00Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-09-21T03:31:36Z</published>
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<id>urn:sha1:46af050e93ddda77fd6316b0d041b8e9e6f0cd49</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename pos to position in user facing methods and variables</title>
<updated>2017-09-20T11:11:10Z</updated>
<author>
<name>letheed</name>
</author>
<published>2017-09-10T13:37:49Z</published>
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<id>urn:sha1:5ad9be4c24e9d7dc5672fdc42cea896622fe5685</id>
<content type='text'>
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -&gt; position
* rot -&gt; rotation
* loc -&gt; location

C++ variables are left as is.
</content>
</entry>
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