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* 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.
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+1
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* Revert "Fix AudioStreams::stop possibly causing a small noise"Juan Linietsky2019-04-271-3/+2
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* Added generator audio stream, and spectrum analyzer audio effectJuan Linietsky2019-04-101-0/+2
| | | | | | 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.
* Fix AudioStreams::stop possibly causing a small noiseMarcelo Fernandez2019-02-171-2/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Improved stream paused fade codeMarcelo Fernandez2018-07-091-1/+2
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* Pause AudioStreamPlayers when SceneTree pausesMarcelo Fernandez2018-06-031-0/+5
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* Revert "Use fake audio playing property in editor"Hein-Pieter van Braam2018-05-131-4/+0
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* Use fake audio playing property in editorShyRed2018-03-161-0/+4
| | | | | | | | 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.
* Merge pull request #15254 from mrcdk/pitch_scaleRémi Verschelde2018-02-011-0/+4
|\ | | | | Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
| * Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and ↵MrCdK2018-01-011-0/+4
| | | | | | | | AudioStreamPlayer3D
* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+30
|/ | | | | | 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.
* Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez2017-09-231-1/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | 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.
* -Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky2017-06-181-0/+96
-Added ability for Area2D to redirect positional sound to a specific audio bus