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path: root/scene/audio/audio_player.h (follow)
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* Revert "Use fake audio playing property in editor"Hein-Pieter van Braam2018-05-131-4/+0
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* Use fake audio playing property in editorShyRed2018-03-161-0/+4
| | | | | | | | 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.
* Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde2018-02-011-0/+4
|\ | | | | Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
| * Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵MrCdK2018-01-011-0/+4
| | | | | | | | AudioStreamPlayer3D
* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
|/ | | | | | 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 Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Added ramp fadeout in AudioStreamPlayer, removes clips on audio restartJuan Linietsky2017-11-121-0/+1
| | | | -Fixed bug in AudioStreamPlayerSampler not completely writing the target buffer if sample ends, fixes #12307
* Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez2017-09-231-1/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | 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.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky2017-06-181-6/+6
| | | | -Added ability for Area2D to redirect positional sound to a specific audio bus
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-9/+7
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-211-0/+75