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* Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-1/+6
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| * Merge pull request #88628 from bruvzg/i_have_no_idea_what_im_doingThaddeus Crews2024-10-291-0/+5
| |\ | | | | | | | | | [macOS/iOS] Use hardware sampling rates for audio I/O.
| | * [macOS/iOS] Use hardware sampling rates for audio I/O.bruvzg2024-10-251-0/+5
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| * | Set clang-format `RemoveSemicolon` rule to `true`Adam Scott2024-10-251-1/+1
| |/ | | | | | | - Set clang-format `Standard` rule to `c++20`
* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Further refactoring to AudioDriver implementations after #69120.Emmanouil Papadeas2023-02-091-22/+22
| | | | | | | | | | | | - Rename all instances of `capture_start()` and `capture_end()` to their new names. Fixes #72892. - More internal renames to match what was started in #69120. - Use `override` consistently so that such refactoring bugs can be caught. - Harmonize the order of definition of the overridden virtual methods in each audio driver. - Harmonize prototype for `set_output_device` and `set_input_device`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Audio rename (device, capture_device) -> (output_device, input_device)souplamp2023-01-311-9/+9
| | | | | | | | | | | | | | | | | | | | | | Change instances of audio properties 'device' to 'output_device', and instances of audio properties 'capture_device' to 'input_device', as well as their subsequent getter & setter functions. Update the docs to reflect these changes, as well as the 3-to-4 converter for GDScript and CSharp to make proper conversions (only exception is 'device' since that name is too vague and might replace non-AudioServer related instances, such as user comments and variables). This does not change internal references to references like 'Render Client' and 'Capture Client' in WASAPI; such is outside the scope of this commit. This also does not change ALSA's references, considering that it uses 'device' to mean input and output interchangeably. Other references are changed, however where applicable, to be consistent with the new AudioServer methods and property names.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Replace Array return types with TypedArraykobewi2022-08-221-3/+3
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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-4/+4
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Rename OSX to macOS and iPhoneOS to iOS.bruvzg2022-07-211-3/+3
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* [macOS / iOS] Fix text-to-speech build with older macOS / iOS SDK.bruvzg2022-05-101-2/+2
| | | | | | Add __has_include check for AVFAudio include. Add some explicit casts to avoid conflicts. Change all `include`s to `import`s for consistency.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | 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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-10/+10
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez2020-02-261-1/+1
| | | | | | | | | | | | | | | | Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixed issues with audio input on some MacsMarcelo Fernandez2018-10-121-0/+4
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* Renamed AudioDriver audio_input_* vars to input_*Marcelo Fernandez2018-07-271-1/+0
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* Added support for single channel inputs for CoreAudioMarcelo Fernandez2018-07-271-0/+2
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* Implemented capture device selection for CoreAudioMarcelo Fernandez2018-07-271-5/+19
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* Modified Microphone implementation to handle only one device at a time (WIP)Marcelo Fernandez2018-07-271-5/+9
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* Experimental microphone support.Saracen2018-07-271-0/+5
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* Properly cleanup up CoreAudio unit using AudioComponentInstanceDisposeMarcelo Fernandez2018-07-111-3/+0
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* Resume audio on iOS after phone call or alarmRuslan Mustakov2018-05-071-0/+1
| | | | | | | When a phone call or an alarm triggers on iOS, the application receives an "audio interruption" and it's up to the application to resume playback when the interruption ends. I added handling for audio interruptions same as if the game is focused out and then back in.
* CoreAudio: Fix iphone build after audio device refactor (#17742)Rémi Verschelde2018-04-101-0/+2
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* Added new audio device functions to set/get the audio deviceMarcelo Fernandez2018-03-261-6/+14
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez2017-09-301-0/+89