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* Prevent PulseAudio driver to lock its mutex for too longMarcelo Fernandez2018-05-011-2/+11
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* Fixed high cpu usage with PulseAudioMarcelo Fernandez2018-04-151-1/+5
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* Fix PulseAudio problems with 8 channels devicesMarcelo Fernandez2018-04-122-27/+26
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* Merge pull request #18124 from marcelofg55/pulse_channelsRémi Verschelde2018-04-121-2/+3
|\ | | | | Fix PulseAudio driver for audio devices that report unknown number of channels
| * Fix PulseAudio driver for audio devices that report unknown number of channelsMarcelo Fernandez2018-04-121-2/+3
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* | Fix error detecting for PulseAudio pa_stream_new callMarcelo Fernandez2018-04-111-1/+4
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* Added new audio device functions to set/get the audio deviceMarcelo Fernandez2018-03-262-114/+292
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* Support for uneven amount of channels on PulseAudioMarcelo Fernandez2018-03-012-19/+46
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-052-2/+8
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-012-4/+4
| | | | Happy new year to the wonderful Godot community!
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Fixed issues with surround sound on audio serverMarcelo Fernandez2017-09-122-31/+150
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* Corrections to audio buffer size calculationsMarcelo Fernandez2017-09-012-13/+32
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-272-2/+2
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-1/+0
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-082-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-052-37/+32
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-211-12/+13
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* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-162-3/+3
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-152-6/+6
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* Fix for the huge audio latency of the SamplePlayer (>200 ms)lonesurvivor2017-01-051-60/+61
| | | | | | | - fixes PulseAudio, ALSA and RtAudio driver - cleans up the driver files for better readability (mostly whitespace-related stuff) - makes ALSA and Pulseaudio actually use the global setting "audio/mix_rate" for the sample rate instead of a fixed value (RtAudio did this already)
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-012-2/+2
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | Also switch existing shebangs to "better" /usr/bin/env python.
* drivers: Refactor SCsub and drop redundant env_drivers cloneRémi Verschelde2016-10-151-1/+1
| | | | | | | | | The reordering of the SConscript includes allows to ensure that stuff like the builtin zlib headers will be available for libpng. Also moved glew back into global env, otherwise windows seems not to find it... Kind of shooting in the dark with this multi-env setup.
* Fix some warnings about misleading indentationJohan Manuel2016-08-131-2/+2
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-1/+1
| | | Also removes a couple wrong Godot headers from third-party source files.
* Update copyright to 2016 in headersGeorge Marques2016-01-012-2/+2
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* Fixed theora playback. Removed theoraplayer.Juan Linietsky2015-09-262-0/+18
| | | | Still need to get proper audio output latency in some platforms.
* Implemented PulseAudio backend and fixed audio driver selection on X11Alexander Stillich2014-12-193-0/+278