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path: root/scene/3d/audio_stream_player_3d.h
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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>
2021-02-07Initialize 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 🎆
2020-07-10Add 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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
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.
2019-07-02Fixed multichannel panning for AudioStreamPlayer3D.zwostein
2019-07-01Remove unnecessary code and add some error explanationsqarmin
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-04-27Revert "Fix AudioStreams::stop possibly causing a small noise"Juan Linietsky
2019-04-22Merge pull request #26868 from NilsIrl/masterRémi Verschelde
Add Attenuation Model "NO" for AudioStreamPlayer3D
2019-04-22Add Attenuation Model "DISABLED" for AudioStreamPlayer3DNils ANDRÉ-CHANG
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
2017-09-30Renamed fixed_process to physics_processAndreaCatania
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.
2017-09-13Fix out of bound array indexing (reverb_vol)Hein-Pieter van Braam
Same issue as in a3f9fe52. AudioFrame[3] being indexed at [3]
2017-09-13Fix out of bound array indexingHein-Pieter van Braam
730d36f350 introduced introduced some code that indexes AudioFrame[3], it is however defined as AudioFrame[3]. This increases the size to [4]
2017-07-15-Fix for multiple reflection probes causing issues.Juan Linietsky
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.