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authorJuan Linietsky <reduzio@gmail.com>2023-01-22 13:48:43 +0100
committerJuan Linietsky <reduzio@gmail.com>2023-01-22 16:22:45 +0100
commitf18d408c087041f5d02835643fcb591a5a876110 (patch)
treeabf6b2cb5b59fcc6faba4c0a3c8a61966d1ac4d1 /scene/resources/canvas_item_material.h
parentc3539b4561f9b4d7dc4ba1c5859217e7fbf9c6fe (diff)
Add AudioStreamPolyphonic to make it easier to play polyphonic sound from code
* This new audio stream allows to play multiple sounds and control them over time from code. * It greatly simplifies tasks such as generative music (music generated from code) or audio. This new type of stream was added with the goal of fixing audio blending in AnimationPlayer and AnimationTree, but can be used by others for their regular audio needs. Does not fix anything currently, but should help implement #69758 properly. Some demo code of how to use this: ```GDScript var player = $SomeNode as AudioStreamPlayer player.stream = AudioStreamPolyphonic.new() var playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic var id = playback.play_stream(preload("res://Clip1.ogg")) await get_tree().create_timer(1).timeout playback.set_stream_volume(id,-12) # Set volume to half after one second await get_tree().create_timer(2).timeout var id2 = playback.play_stream(preload("res://Clip2.ogg")) # 2 seconds later, start another clip await get_tree().create_timer(1).timeout playback.stop_stream(id) # 1 second later, kill the first clip playback.set_stream_pitch_scale(id2,1.5) # Make the second clip go 50% faster ```
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