godot/servers/audio/effects
Gustav Lund 0672fc377e Fix of AudioRecordingEffect property
For debug purposes the boolean whether the recording is active or not were an editor property.
It has been removed to avoid users leaving it on true on close, causing it to be saved in the default_bus_layout
It was also renamed to better describe its functionality

related to issue: 20487
2018-07-27 09:52:54 +02:00
..
audio_effect_amplify.cpp
audio_effect_amplify.h
audio_effect_chorus.cpp Reduce unnecessary COW on Vector by make writing explicit 2018-07-26 00:54:16 +02:00
audio_effect_chorus.h
audio_effect_compressor.cpp
audio_effect_compressor.h
audio_effect_delay.cpp
audio_effect_delay.h
audio_effect_distortion.cpp
audio_effect_distortion.h
audio_effect_eq.cpp Reduce unnecessary COW on Vector by make writing explicit 2018-07-26 00:54:16 +02:00
audio_effect_eq.h
audio_effect_filter.cpp
audio_effect_filter.h
audio_effect_limiter.cpp
audio_effect_limiter.h
audio_effect_panner.cpp
audio_effect_panner.h
audio_effect_phaser.cpp
audio_effect_phaser.h
audio_effect_pitch_shift.cpp
audio_effect_pitch_shift.h
audio_effect_record.cpp Fix of AudioRecordingEffect property 2018-07-27 09:52:54 +02:00
audio_effect_record.h Fix of AudioRecordingEffect property 2018-07-27 09:52:54 +02:00
audio_effect_reverb.cpp
audio_effect_reverb.h
audio_effect_stereo_enhance.cpp
audio_effect_stereo_enhance.h
eq.cpp Reduce unnecessary COW on Vector by make writing explicit 2018-07-26 00:54:16 +02:00
eq.h
reverb.cpp
reverb.h
SCsub