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path: root/servers/audio_server.h
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2020-01-21Remove unused #if 0'ed codeRémi Verschelde
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.
2019-10-11Fix to make sure the capture buffers are deallocated at shutdown. Silences ↵Saracen
warnings.
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
2019-06-19Add 'global_rate_scale' to the AudioServerMichael Alexsander Silva Dias
Closes #28953.
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-05-30audio_server.h : fix typo in comment (minor)Arthur Brainville
Line 152 : `//re-expose this her,` should be `//re-expose this here`
2019-04-27Added functions to further improve music timingJuan Linietsky
2019-04-27Clean up latency related functionsJuan 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.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-13Merge pull request #22910 from marcelofg55/nothreads_recRémi Verschelde
Fix AudioEffectRecord not working without thread support
2018-12-12Fix AudioEffectRecord not working without thread supportMarcelo Fernandez
2018-12-11Fix EditorAudioBuses not updating when changing to a device with different ↵Marcelo Fernandez
channels
2018-11-13Ability to remove buses while they are being used on 2D and 3D stream ↵Juan Linietsky
players. Fixes #15115
2018-10-20Fix possible audio input buffer issuesMarcelo Fernandez
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.
2018-07-27Renamed 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.
2018-07-27Implemented capture device selection for CoreAudioMarcelo Fernandez
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
2018-07-17Add Audio Server profiling time to the profilerMarcelo Fernandez
2018-07-17Added Performance.AUDIO_OUTPUT_LATENCYMarcelo Fernandez
2018-06-15Removed unused AudioServer::update functionMarcelo Fernandez
2018-03-26Added new audio device functions to set/get the audio deviceMarcelo Fernandez
2018-03-19Fix possible crash when audio channels changeMarcelo 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!
2017-09-13Fix crash when no audio driver is availableMarcelo Fernandez
2017-09-12Fixed issues with surround sound on audio serverMarcelo Fernandez
2017-09-01Corrections to audio buffer size calculationsMarcelo Fernandez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-18-Volume sliders, mute, solo and fx bypass are functional, closes #9021Juan Linietsky
-Fixed tree reselect, makes reselecting an audio bux FX work
2017-07-10Added get_bus_index to AudioServerBruno Lourenço
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-13fixed ClassDB inconsistenciesKarroffel
fixes #7960
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
2017-01-25Audio bus editing is COMPLETE!Juan Linietsky
2017-01-23Ability to delete, drag and drop audio buses!Juan Linietsky
2017-01-21WIP new AudioServer, with buses, effects, etc.Juan Linietsky
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
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!
2016-07-25Fix some warningsJohan Manuel