summaryrefslogtreecommitdiffstats
path: root/platform/android/audio_driver_opensl.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Implement Audio Input support on AndroidMarcelo Fernandez2019-02-281-0/+104
|
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix warnings in Android platformRémi Verschelde2018-10-031-14/+3
| | | | | | | | | | | | | | | | | | | | | Fixes the following Clang 7 warnings: ``` platform/android/os_android.h:240:16: warning: 'OS_Android::native_video_play' hides overloaded virtual function [-Woverloaded-virtual] platform/android/os_android.h:241:15: warning: 'OS_Android::native_video_is_playing' hides overloaded virtual function [-Woverloaded-virtual] platform/android/audio_driver_opensl.cpp:104:3: warning: suggest braces around initialization of subobject [-Wmissing-braces] platform/android/audio_driver_opensl.cpp:129:10: warning: unused variable 'numOutputs' [-Wunused-variable] platform/android/audio_driver_opensl.cpp:130:11: warning: unused variable 'deviceID' [-Wunused-variable] platform/android/java_glue.cpp:795:10: warning: unused variable 'clsio' [-Wunused-variable] platform/android/java_glue.cpp:890:12: warning: unused variable 'gob' [-Wunused-variable] platform/android/java_glue.cpp:592:13: warning: unused variable 'resized' [-Wunused-variable] platform/android/java_glue.cpp:593:13: warning: unused variable 'resized_reload' [-Wunused-variable] modules/mobile_vr/mobile_vr_interface.cpp:401:8: warning: unused variable 'aspect_ratio' [-Wunused-variable] drivers/unix/dir_access_unix.cpp:394:2: warning: THIS IS BROKEN [-W#warnings] ```
* Removed unnecessary assignmentsWilson E. Alvarez2018-07-241-7/+1
|
* Style: Format code with clang-format 6.0.1Rémi Verschelde2018-07-181-1/+2
|
* Fix intermittent audio driver crash during startup on AndroidRuslan Mustakov2018-03-011-0/+1
| | | | | | | set_pause can be called before the driver is initialized, and there already is a check for that. The problem is that the 'active' field was not initialied in the constructor, which lead to it having an undefined value.
* Remove some debugging prints on AndroidHugo Locurcio2018-02-181-2/+0
|
* 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!
* Fix files headerPoommetee Ketson2017-09-011-1/+1
|
* Dead code tells no talesRémi Verschelde2017-08-271-123/+2
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-94/+69
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-6/+3
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-1/+1
|
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-4/+4
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Minor code formatting in platform/androidMario Schlack2016-07-211-0/+6
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* ran cppcheck, found unused variablesfirefly24422015-09-161-2/+1
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* support for 2D shadow castersJuan Linietsky2015-03-021-0/+8
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-0/+410
-fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now