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path: root/servers/audio/audio_stream.cpp
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+1
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* Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde2018-02-011-2/+2
|\ | | | | Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
| * Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵MrCdK2018-01-011-2/+2
| | | | | | | | AudioStreamPlayer3D
* | Expose audio streams get_length()MrCdK2018-01-221-8/+15
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* | 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!
* Properly silence buffer while not in use, fixes #14866Juan Linietsky2017-12-201-6/+6
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* Don't try to mix a sample that has already endedHein-Pieter van Braam2017-12-181-0/+7
| | | | | | | | On short samples the sample may finish playing before the mixer is done. This fills the remaining time with zeros and ends mixing. This fixes the users getting the following error logged: ::_mix_internal: Condition ' !active ' is true.
* Refactor bufer to bufferPoommetee Ketson2017-10-281-3/+3
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* Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez2017-09-231-4/+4
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | 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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* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+131
| | | | | | | | -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.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-28/+24
| | | | | | | | | | | | | | | | | | | | | | | | 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
* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-211-0/+86