Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-07 | Workaround WebM playback bug after AudioServer latency fixes | Rémi Verschelde | |
af9bb0ea15dfd3dfe8950fcfcce364485dadd92a fixed AudioServer's `get_output_delay()` (which used to always return 0) while renaming it to `get_output_latency()`. It now returns the latency from the AudioDriver, which can be non-0. While this was a clear bugfix, it broke playback for WebM files without audio track. It seems like the playback code, even though it queried the output delay to calculate a time compensation, was designed to work even though the delay value was actually bogus. Now that it's correct, it's not working. As a workaround we comment out uses of the output latency, restoring the behavior of Godot 3.1. This code should still be reviewed by someone more versed in video playback and fixed to properly account for the non-0 driver latency. Fixes #35760. | |||
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2020-01-20 | Revert "Exposes capture methods to AudioServer + documentation" #30468 | Rémi 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. | |||
2020-01-01 | Update copyright statements to 2020 | Rémi 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. | |||
2019-10-11 | Fix to make sure the capture buffers are deallocated at shutdown. Silences ↵ | Saracen | |
warnings. | |||
2019-07-15 | Exposes capture methods to AudioServer, variable renames for consistency, | Saracen | |
added documentation. | |||
2019-07-01 | Merge pull request #29413 from YeldhamDev/global_rate_scale | Rémi Verschelde | |
Add 'global_rate_scale' to the AudioServer | |||
2019-06-19 | Add 'global_rate_scale' to the AudioServer | Michael Alexsander Silva Dias | |
Closes #28953. | |||
2019-06-19 | Made use of semicolons more consitent, fixed formatting | JohnJLight | |
2019-05-30 | audio_server.h : fix typo in comment (minor) | Arthur Brainville | |
Line 152 : `//re-expose this her,` should be `//re-expose this here` | |||
2019-04-27 | Added functions to further improve music timing | Juan Linietsky | |
2019-04-27 | Clean up latency related functions | Juan Linietsky | |
2019-04-10 | Added generator audio stream, and spectrum analyzer audio effect | Juan 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. | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-13 | Merge pull request #22910 from marcelofg55/nothreads_rec | Rémi Verschelde | |
Fix AudioEffectRecord not working without thread support | |||
2018-12-12 | Fix AudioEffectRecord not working without thread support | Marcelo Fernandez | |
2018-12-11 | Fix EditorAudioBuses not updating when changing to a device with different ↵ | Marcelo Fernandez | |
channels | |||
2018-11-13 | Ability to remove buses while they are being used on 2D and 3D stream ↵ | Juan Linietsky | |
players. Fixes #15115 | |||
2018-10-20 | Fix possible audio input buffer issues | Marcelo Fernandez | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi 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. | |||
2018-07-27 | Renamed AudioDriver audio_input_* vars to input_* | Marcelo Fernandez | |
2018-07-27 | Fixed audio clipping on WASAPI by fixing argument order on AudioClient | Saracen | |
Initialize method ensuring a larger capture buffer and adding bounds to the capture and stream. | |||
2018-07-27 | Implemented capture device selection for CoreAudio | Marcelo Fernandez | |
2018-07-27 | Modified Microphone implementation to handle only one device at a time (WIP) | Marcelo Fernandez | |
2018-07-27 | Fixes for microphone clipping and latency (marcelofg55) | Saracen | |
2018-07-27 | Experimental microphone support. | Saracen | |
2018-07-17 | Add Audio Server profiling time to the profiler | Marcelo Fernandez | |
2018-07-17 | Added Performance.AUDIO_OUTPUT_LATENCY | Marcelo Fernandez | |
2018-06-15 | Removed unused AudioServer::update function | Marcelo Fernandez | |
2018-03-26 | Added new audio device functions to set/get the audio device | Marcelo Fernandez | |
2018-03-19 | Fix possible crash when audio channels change | Marcelo Fernandez | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi 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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-09-13 | Fix crash when no audio driver is available | Marcelo Fernandez | |
2017-09-12 | Fixed issues with surround sound on audio server | Marcelo Fernandez | |
2017-09-01 | Corrections to audio buffer size calculations | Marcelo Fernandez | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-18 | -Volume sliders, mute, solo and fx bypass are functional, closes #9021 | Juan Linietsky | |
-Fixed tree reselect, makes reselecting an audio bux FX work | |||
2017-07-10 | Added get_bus_index to AudioServer | Bruno Lourenço | |
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-13 | fixed ClassDB inconsistencies | Karroffel | |
fixes #7960 | |||
2017-03-05 | A 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 | |||
2017-01-25 | Audio bus editing is COMPLETE! | Juan Linietsky | |
2017-01-23 | Ability to delete, drag and drop audio buses! | Juan Linietsky | |
2017-01-21 | WIP new AudioServer, with buses, effects, etc. | Juan Linietsky | |
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-02 | ObjectTypeDB 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() |