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path: root/scene/3d/audio_stream_player_3d.cpp
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2021-12-06Merge pull request #55544 from V-Sekai/audio_camera_null_mitigationRémi Verschelde
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-04Use parameter classes instead of arguments for all physics queriesPouleyKetchoupp
Same as what is already done for shape queries, applied to point and ray queries. Easier to document and more flexible to add more parameters. Also expose intersect_point method to script in 3D. Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-10-28Fix crash due to reentrancy in AudioStreamPlayer* finished signal.Lyuma
This crash occurred when an audio stream finished playing in NOTIFICATION_INTERNAL_PROCESS, during which it would iterate through a loop of playbacks, leading to a "finished" signal, which removed the audio player from the tree which led to a NOTIFICATION_EXIT_TREE, which would mutate the array of playbacks while within the above loop. This moves the signal callback outside of the loop which avoids the crash. Note: previously, the signal was called multiple times if the same player finishes multiple times in one frame. Now it is at most once per frame. Affects AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2021-10-27Mitigate crash in AudioStreamPlayer3D when a camera has null viewportLyuma
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-18Merge pull request #52773 from Calinou/audiostreamplayer3d-tweak-max-distanceRémi Verschelde
2021-10-10Allow AudioStreamPlayer(2D) to provide `pitch_scale` on playbackDouglas Leão
2021-09-25Tweak AudioStreamPlayer3D property hints for usabilityHugo Locurcio
This also improves the documentation for the `max_distance` property.
2021-09-17Merge pull request #52774 from Calinou/audiostreamplayer3d-remove-out-of-rangeRémi Verschelde
2021-09-17Remove unused `out_of_range_mode` property from AudioStreamPlayer3DHugo Locurcio
The `out_of_range_mode` property is no longer used since audio mixing was moved out of the various AudioStreamPlayer nodes.
2021-09-16Rename Listener2D/Listener3D to AudioListener2D/AudioListener3DWilson E. Alvarez
2021-09-07Add polyphony to Audio Stream Player nodesEllen Poe
2021-08-27Do all audio mixing in the AudioServerEllen Poe
2021-08-23Implement NativeExtension pointer argumentsreduz
* Allows calling into native extensions directly with a pointer * Makes it easier to implement some APIs more efficiently * Appears with a "*" in the documentation for the argument. * Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint. * AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-14Use get_global_* functions instead of using transforms.Anilforextra
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-16Refactor VisibilityNotifier3Dreduz
* This is the 3D counterpart to #49632 * Implemented a bit different as 3D works using instancing After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-03Merge pull request #38224 from Calinou/increase-audiostreamplayer3d-unit-sizeRémi Verschelde
Increase the default AudioStreamPlayer3D unit size to 10
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-05-06Increase the default AudioStreamPlayer3D unit size to 10Hugo Locurcio
This makes it easier to hear sound while setting up the node. Since this changes the default value, this may break existing projects slightly. This also tweaks the Unit Size editor property hint for better usability. See discussion in #25468.
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Merge pull request #46151 from ellenhp/fix_spatial_player_playRémi Verschelde
Fix a pop on play() in AudioStreamPlayer2D and 3D
2021-02-17Fix pops in play() of both spatial audio playersEllen Poe
2021-02-14Return setseek position if one exists in get_playback_position.Ellen Poe
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
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 🎆
2020-12-10Rename Area3D audio_bus_name getter and setterMarcel Admiraal
2020-12-09Cleanup unused engine codeTomasz Chabora
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
2020-05-14Style: 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: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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.
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-07Fix bug with AudioStreamPlayer3D audio positionhoontee
Applies https://github.com/godotengine/godot/commit/0c78a58b6472f704d473e0307c9ea83dfbde1811 to `AudioStreamPlayer3D::play`.
2020-05-04Merge pull request #37717 from qarmin/world_fixRémi Verschelde
Change non-existent World to World3D
2020-04-29[Core] Rename linear_interpolate to lerpAaron Franke
2020-04-18Change non-existent World to World3Dqarmin
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-30Fix another batch of -Wmaybe-uninitialized warningsRémi Verschelde
And simplify code in CSGShape.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.