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path: root/scene/3d/audio_stream_player_3d.cpp
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* Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-161-1/+1
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* Revert "Use fake audio playing property in editor"Hein-Pieter van Braam2018-05-131-10/+1
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* Use fake audio playing property in editorShyRed2018-03-161-1/+10
| | | | | | | | 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.
* Fix typos with codespellluz.paz2018-02-211-2/+2
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde2018-02-011-5/+17
|\ | | | | Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
| * Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵MrCdK2018-01-011-5/+17
| | | | | | | | AudioStreamPlayer3D
* | Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | | | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+30
|/ | | | | | 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.
* 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.
* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-1/+1
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* Refactor Fixed to PhysicsPoommetee Ketson2017-10-211-1/+1
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-6/+6
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* Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez2017-09-231-3/+3
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-5/+5
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Renamed play to playing property, but now playing and is_playing is the ↵Juan Linietsky2017-09-131-1/+1
| | | | same, to avoid confusing. Closes #11211
* Fixed issues with surround sound on audio serverMarcelo Fernandez2017-09-121-89/+65
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* Renamed playing property of audiostreams to play, to make it clearer. Fixes ↵Juan Linietsky2017-09-061-3/+5
| | | | | | #10730 Also disabled the auto shut down of the property when stream ends, to make it easier to animate
* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+5
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix freeze on exit on audiostreamplayers when setting invalid stream, closes ↵Juan Linietsky2017-09-011-2/+2
| | | | #10093
* added finished signals to audio stream players, fixes #9928Juan Linietsky2017-08-251-0/+3
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-8/+8
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-8/+8
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* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-1/+1
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* -Fix for multiple reflection probes causing issues.Juan Linietsky2017-07-151-6/+26
| | | | -Fix for positional sound corruption to avoid making people deaf.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+910
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.