Commit graph

17 commits

Author SHA1 Message Date
Marcelo Fernandez
087329074d Improved stream paused fade code 2018-07-09 21:58:33 -03:00
Marcelo Fernandez
c409fe0597 Pause AudioStreamPlayers when SceneTree pauses 2018-06-03 14:01:47 -03:00
Hein-Pieter van Braam
3cfb9df325
Revert "Use fake audio playing property in editor" 2018-05-13 21:37:08 +02:00
ShyRed
bc1522e268 Use fake audio playing property in editor
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.
2018-03-16 15:26:23 +01:00
Rémi Verschelde
ff287d8341
Merge pull request #15254 from mrcdk/pitch_scale
Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2018-02-01 14:26:27 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
MrCdK
5bc010e8ee Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D 2018-01-01 22:23:16 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
48d57e4a30 -Added ramp fadeout in AudioStreamPlayer, removes clips on audio restart
-Fixed bug in AudioStreamPlayerSampler not completely writing the target buffer if sample ends, fixes #12307
2017-11-12 11:11:45 -03:00
Marcelo Fernandez
46af050e93 Rename get_position => get_playback_position and seek_pos => seek on audio classes 2017-09-23 16:55:00 +02:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
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.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
969fa3cc73 -Added AudioStreamPlayer2D, for 2D positional sound
-Added ability for Area2D to redirect positional sound to a specific audio bus
2017-06-18 21:07:32 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Juan Linietsky
0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00