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path: root/scene/resources/audio_stream_sample.cpp
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* Fix data alignment issues in get_data() in AudioStreamSamplehungrymonkey2017-10-091-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I am fixing the issue by adding DATA_PAD to the return pointer as suggested by hi-ogawa When using set_data in AudioStreamSample in PoolByteArray, the data is set using a DATA_PAD to pad the pointer to the correct place as such uint8_t *dataptr = (uint8_t *)data; copymem(dataptr + DATA_PAD, r.ptr(), datalen); data_bytes = datalen; godot/scene/resources/audio_stream_sample.cpp#L473 All I am doing is adding a DATA_PAD to the return pointer to get_data() in AudioStreamSample to change godot/scene/resources/audio_stream_sample.cpp#L48 PoolVector<uint8_t>::Write w = pv.write(); copymem(w.ptr(), data, data_bytes); to PoolVector<uint8_t>::Write w = pv.write(); uint8_t *dataptr = (uint8_t *)data; copymem(w.ptr(), dataptr + DATA_PAD, data_bytes); Please review whether or not set or get is correct. Because this issue seems to be fixable by removing DATA_PAD in set_data() instead of adding DATA_PAD to get_data(). I have not tested the latter fix Fixes #issue, 11873
* 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 variablesletheed2017-09-201-1/+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.
* Fix enums bindingsMaxim Sheronov2017-09-131-0/+8
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-1/+1
| | | | | | | | -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.
* Reworked translation systemJuan Linietsky2017-06-281-3/+2
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-231/+204
| | | | | | | | | | | | | | | | | | | | | | | | 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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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-14/+14
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | This saves typing and is a step towards fixing #56
* wav file importing!Juan Linietsky2017-02-021-0/+557