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path: root/scene/2d/audio_stream_player_2d.h
AgeCommit message (Collapse)Author
2020-07-10Add override keywords.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.
2020-01-01Update 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.
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-04-27Revert "Fix AudioStreams::stop possibly causing a small noise"Juan Linietsky
2019-04-10Added generator audio stream, and spectrum analyzer audio effectJuan Linietsky
Made AudioFrame and Vector2 equivalent for casting. Added ability to obtain the playback object from stream players. Added ability to obtain effect instance from audio server.
2019-02-17Fix AudioStreams::stop possibly causing a small noiseMarcelo Fernandez
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-07-09Improved stream paused fade codeMarcelo Fernandez
2018-06-03Pause AudioStreamPlayers when SceneTree pausesMarcelo Fernandez
2018-05-13Revert "Use fake audio playing property in editor"Hein-Pieter van Braam
2018-03-16Use fake audio playing property in editorShyRed
It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor. Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor. This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.
2018-02-01Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde
Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
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.
2018-01-01Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵MrCdK
AudioStreamPlayer3D
2017-09-23Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez
classes
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-06-18-Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky
-Added ability for Area2D to redirect positional sound to a specific audio bus