summaryrefslogtreecommitdiff
path: root/drivers/alsa/audio_driver_alsa.h
AgeCommit message (Collapse)Author
2023-02-16[Linux] Make SO wrapper usage optional.bruvzg
2023-02-09Further refactoring to AudioDriver implementations after #69120.Emmanouil Papadeas
- Rename all instances of `capture_start()` and `capture_end()` to their new names. Fixes #72892. - More internal renames to match what was started in #69120. - Use `override` consistently so that such refactoring bugs can be caught. - Harmonize the order of definition of the overridden virtual methods in each audio driver. - Harmonize prototype for `set_output_device` and `set_input_device`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-08-25Merge pull request #64607 from RandomShaper/safe_audio_threadingRémi Verschelde
2022-08-22Replace Array return types with TypedArraykobewi
2022-08-19Make audio thread control flags safePedro J. Estébanez
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
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 🎆
2020-11-23Initialize class/struct variables with default values in core/ and drivers/Rafał Mikrut
2020-09-03Ensure header guards enclose entire header.Marcel Admiraal
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.
2020-03-23Adding missing include guards to header files identified by LGTM.Rajat Goswami
This addresses the issue godotengine/godot#37143
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`.
2020-01-01Update 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.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-07-23correctly close handle in alsa audio driver.Ibrahn Sahir
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
2017-04-08Add "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
2017-01-16Adapt 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