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path: root/drivers/alsa/audio_driver_alsa.cpp
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2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-02-20An update to the dylibloader for older inttypesHein-Pieter van Braam-Stewart
This #define's older inttypes to their newer versions and #includes <stdint.h> in the generated files. This will help with older glibc/compiler versions using headers generated on newer systems. This closes #46223
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-16Dynamically load libpulse.so.0 and libasound.so.1 on LinuxHein-Pieter van Braam-Stewart
By generating stubs using https://github.com/hpvb/dynload-wrapper we can dynamically load libpulse and libasound on systems where it is available. Both are still a build-time requirement but no longer a run-time dependency. For maintenance purposes the wrappers should not need to be re-generated unless we want to bump pulse or asound to an incompatible version. It is unlikely we will want to do this any time soon. This closes #20978
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-27Prevent ALSA audio corruptionCooper Harasyn
When using the ALSA driver, corruption would occur if `snd_pcm_writei` was unable to consume the entire sound buffer. This would occur frequently on the Raspberry Pi 3 which uses the `snd_bcm2835` audio driver. This bug resulted from incorrect pointer math on line 187, resulting in the sample source pointer being advanced by `total * ad->channels` bytes instead of `total * ad->channels` samples. In my opinion, the best fix is to change `*src` to type `int16_t`, since that is the sample type in use. Fixes #43927.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-05-18Move mix_rate, ouput_latency to AudioDriverManagerFabio Alessandrelli
Each driver used to define the (same) project settings values `audio/mix_rate` and `audio/output_latency`, but the setting names are not driver specific. Overriding is still possible via platform tags.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-11Moved member variables to initializer listWilson E. Alvarez
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-24Add print_verbose to print to stdout only in verbose modeRémi Verschelde
Equivalent of the cumbersome: if (OS::get_singleton()->is_stdout_verbose()) print_line(msg);
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-23correctly close handle in alsa audio driver.Ibrahn Sahir
2018-07-17Add Audio Server profiling time to the profilerMarcelo Fernandez
2018-03-26Added new audio device functions to set/get the audio deviceMarcelo Fernandez
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-09-01Corrections to audio buffer size calculationsMarcelo Fernandez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-01-16Adapt platforms to AudioServer refactoringRémi Verschelde
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-05Fix for the huge audio latency of the SamplePlayer (>200 ms)lonesurvivor
- fixes PulseAudio, ALSA and RtAudio driver - cleans up the driver files for better readability (mostly whitespace-related stuff) - makes ALSA and Pulseaudio actually use the global setting "audio/mix_rate" for the sample rate instead of a fixed value (RtAudio did this already)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky