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path: root/servers/audio/audio_stream.cpp
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2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-09-07Add polyphony to Audio Stream Player nodesEllen Poe
2021-08-27Require AudioStream::mix to return the number of frames successfully mixedEllen 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.
2021-08-07Invert how `global_rate_scale` value works, and rename it to ↵Michael Alexsander
`playback_speed_scale`
2021-07-30Fix Godot's cubic resampling algorithmEllen Poe
2021-07-30Revert "Implement a new resampling algorithm in AudioStreamPlaybackResampled"Ellen Poe
This reverts commit b2264cb48be48f7bcb16dfba126da8073b6e4c3f.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-02-19Merge pull request #46086 from ellenhp/new_resamplingRémi Verschelde
Implement a new resampling algorithm in AudioStreamPlaybackResampled
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.
2021-02-15Implement a new resampling algorithm in AudioStreamPlaybackResampledEllen Poe
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 🎆
2020-11-07Reorganized 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.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-01-26doc: Complete documentation for VideoStreamsRémi Verschelde
Also quick clean up of the matching C++ files.
2020-01-20Revert "Exposes capture methods to AudioServer + documentation" #30468Rémi Verschelde
Reverts the following commits: - c81ec6f26d40b70283958a4ef3e216fb32cbaf14: "Exposes capture methods to AudioServer, variable renames for consistency, added documentation." - 47c558b98abf842910c780294314326662410cdf: "Expose audio callbacks as signals." - dabaa11b3c451e9b8f2cca7e563bd9ec51edb169: "Fix to make sure the capture buffers are deallocated at shutdown. Silences warnings." Some documentation improvements were kept for pre-existing methods. See rationale for reverting these changes in #30468.
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.
2019-07-15Exposes capture methods to AudioServer, variable renames for consistency,Saracen
added documentation.
2019-07-01Merge pull request #29413 from YeldhamDev/global_rate_scaleRémi Verschelde
Add 'global_rate_scale' to the AudioServer
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-19Add 'global_rate_scale' to the AudioServerMichael Alexsander Silva Dias
Closes #28953.
2019-03-02Fix possible crash on AudioDriver::input_buffer_writeMarcelo Fernandez
2019-03-01Fix possible crash when AudioDriver::capture_start failsMarcelo Fernandez
2019-02-27Fix -Wsign-compare warnings.marxin
I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-14Request mic access only when is neededvolzhs
2018-10-20Fix possible audio input buffer issuesMarcelo Fernandez
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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.
2018-07-31Add extra latency to microphone playback to reduce clipping.Saracen
2018-07-27Renamed AudioDriver audio_input_* vars to input_*Marcelo Fernandez
2018-07-27Fixed audio clipping on WASAPI by fixing argument order on AudioClientSaracen
Initialize method ensuring a larger capture buffer and adding bounds to the capture and stream.
2018-07-27Modified Microphone implementation to handle only one device at a time (WIP)Marcelo Fernandez
2018-07-27Fixes for microphone clipping and latency (marcelofg55)Saracen
2018-07-27Experimental microphone support.Saracen
2018-06-07Entirely new (and much improved) animation editor.Juan Linietsky
2018-02-01Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde
Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2018-01-22Expose audio streams get_length()MrCdK
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
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-20Properly silence buffer while not in use, fixes #14866Juan Linietsky
2017-12-18Don't try to mix a sample that has already endedHein-Pieter van Braam
On short samples the sample may finish playing before the mixer is done. This fills the remaining time with zeros and ends mixing. This fixes the users getting the following error logged: ::_mix_internal: Condition ' !active ' is true.
2017-10-28Refactor bufer to bufferPoommetee Ketson