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path: root/servers/audio/audio_server_sw.cpp (follow)
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-1028/+0
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-221-1/+1
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* thread renamingAriel Manzur2016-01-311-1/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Remove bogus argument in sample_get_descriptionRémi Verschelde2015-12-281-1/+1
| | | | Copy-paste mistake from the setter most likely.
* threadAriel Manzur2015-12-211-2/+1
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* -another approach to solving the deadlock problem :|Juan Linietsky2015-12-211-26/+13
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2015-12-211-4/+9
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| * too early to rename threadAriel Manzur2015-12-211-1/+2
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| * Merge branch 'master' of https://github.com/godotengine/godotAriel Manzur2015-12-211-2/+2
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| * | audio threadsAriel Manzur2015-12-211-3/+7
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* | | -different attempt to avod deadlock problemJuan Linietsky2015-12-211-8/+18
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* | naming the audio thread from within itselfAriel Manzur2015-12-181-2/+2
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* thread set nameAriel Manzur2015-12-171-0/+1
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-10-131-2/+2
|\ | | | | | | | | Conflicts: platform/windows/detect.py
| * Rename voice_set_volume argument to p_volume to avoid confusionRémi Verschelde2015-09-261-2/+2
| | | | | | | | | | This argument is indeed expected to be a volume on a linear scale (not dB), typically from 0.0 to 1.0, though it can go higher than 1.0.
* | Fixed theora playback. Removed theoraplayer.Juan Linietsky2015-09-261-1/+1
|/ | | | Still need to get proper audio output latency in some platforms.
* Rewrite of the AudioStream APIJuan Linietsky2015-09-091-1/+5
| | | | | | -Fixes long-standing issues regarding to playing a single stream multiple times simultanteously -Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design -Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* 3D Import Import & UDPJuan Linietsky2014-11-121-0/+8
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* More Bug FixesJuan Linietsky2014-09-171-0/+1
| | | | | | | | -=-=-=-=-=-=- -Fixed a few bugs in Mixer, now playback of chiptunes works great :) -Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame. -Fixed camera in 3D kinematic character demo.
* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-1/+1
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1012