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* Merge commit godotengine/godot@d09d82d433b03bb3773fd2a8cc8d6ccc2f8739ceSpartan3222024-11-261-1/+1
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| * Merge pull request #95711 from TokageItLab/warn-oneshot-propThaddeus Crews2024-11-221-1/+1
| |\ | | | | | | | | | Add hint for oneshot property & warning when it will be updated continuously by Force Continuous in `AnimationMixer`
| | * Add hint for oneshot & warning when it will be updated continuouslySilc Lizard (Tokage) Renew2024-11-111-1/+1
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* | | Merge commit godotengine/godot@c6c464cf9ae56e8b68620af65125dd980d0e8122Spartan3222024-11-021-0/+8
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| * | Add "Game" editor for better runtime debuggingMichael Alexsander2024-10-301-0/+8
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* | Fix copyright headers referring to GodotSpartan3222024-10-275-10/+10
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-115-0/+10
|/ | | | | | | | | | | | | | | | | | | | | | 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>
* SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* Expose `AudioStreamPlayer{2D,3D}::set_playing` and remove ↵Raul Santos2024-08-301-7/+2
| | | | | | | | `AudioStreamPlayer::{2D,3D}::_is_active` - The `_is_active` method seems to be unused, so it was removed. - The `_set_playing` method is now exposed, as the setter of the `playing` property. - The `play` method can't be used as a setter because it takes a `float` parameter instead of a `bool` parameter.
* Honor `pitch_scale` value before playing audio sampleAdam Scott2024-08-201-0/+1
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* Add `stop_callable` to `AudioStreamPlayerInternal`Kusok2024-08-113-10/+12
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* Fix audio samples not being able to be "finished"Adam Scott2024-07-171-4/+0
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* Fix Web samples finished missing signalAdam Scott2024-07-071-0/+1
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* Remove superfluous non-working sample playing checkAdam Scott2024-06-211-3/+0
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* Add samples playback supportAdam Scott2024-06-184-0/+73
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* Use Core/Scene stringnames consistentlykobewi2024-05-131-2/+1
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* Add shorthand for using singleton string nameskobewi2024-05-111-2/+2
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* Check for NaN in set_volume_db functionsaaronp642024-04-181-0/+1
| | | | | | Added check in AudioStreamPlayer, AudioStreamPlayer2D, and AudioStreamPlayer3D set_volume_db functions to prevent setting volume to NaN, and give an error. Using NaN for volume and playing the AudioStreamPlayer could prevent all audio from playing, even from other AudioStreamPlayers. Fixes #88133
* Merge pull request #87830 from KoBeWi/internalization_aka_i15nRémi Verschelde2024-02-191-1/+1
|\ | | | | | | Fix wrong process method in AudioStreamPlayer
| * Fix wrong process method in AudioStreamPlayerkobewi2024-02-011-1/+1
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* | Change AudioStreamPlayer autoplay and GLTFBufferView getters to be constAaron Franke2024-02-083-2/+49
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* Add AudioStreamPlayerInternal to unify stream playerskobewi2024-01-174-247/+470
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* Implement audio stream playback parameters.Juan Linietsky2024-01-162-0/+80
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
* [Audio] Fix pausing stream on entering treeA Thousand Ships2023-10-221-1/+1
| | | | | | | The paused notifications are only sent when pause status is changed, this ensures that streams that are non-processing do not play when added to the tree. Also ensures that the `process_mode` property applies generally.
* Add a bus_renamed AudioServer signalMewPurPur2023-09-152-6/+12
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* remove some dead declarations in audio_stream_player.hFabian Keller2023-09-091-5/+0
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* Use StringName consistently to refer to the Master audio bus nameHugo Locurcio2023-08-072-2/+3
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* Merge pull request #70515 from stmSi/fix-hanging-audio-pitch-scaleRémi Verschelde2023-02-171-1/+1
|\ | | | | | | Fix hanging if audiostream's pitch_scale is NaN
| * Fix Editor hanging if audiostream's pitch_scale is NaNstmSi2022-12-241-1/+1
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* | Implement blending audio feature to AnimationTreeSilc Renew2023-01-282-0/+6
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* | Simplify AudioStreamPolyphonicJuan Linietsky2023-01-231-4/+2
| | | | | | | | | | * Make AudioStreamPolyphonic not requre a polling thread (simpler, faster) * Improve error reporting in AudioStreamPlayer*::get_stream_playback() error reporting to improve usability.
* | One Copyright Update to rule them allRémi Verschelde2023-01-052-58/+58
|/ | | | | | | | | | | | | | | | | | | | 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".
* Fix AudioStreamPlayer not resuming after returning to SceneTreeMicky2022-09-051-0/+5
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* Rename `str2var` to `str_to_var` and similarMicky2022-08-261-1/+1
| | | | | | | | | | | | | | | | | | Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
* Make `_validate_property` a multilevel methodYuri Sizov2022-08-222-6/+4
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* Implement BPM supportreduz2022-07-231-1/+1
| | | | | | | | | | | Based on #62896, only implements the BPM support part. * Implements BPM support in the AudioStreamOGG/MP3 importers. * Can select BPM/Bar Size and total beats in a song file, as well as edit looping points. * Looping is now BPM aware * Added a special importer UI for configuring this. * Added a special preview showing the audio waveform as well as the playback position in the resource picker. * Renamed `AudioStream::instance` to `instantiate` for correctness.
* Use suffixes for units in nodes and resourcesAaron Franke2022-05-191-1/+1
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* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-39/+41
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* Update copyright statements to 2022Rémi Verschelde2022-01-032-4/+4
| | | | Happy new year to the wonderful Godot community!
* Rename `remove()` to `remove_at()` when removing by indexLightning_A2021-11-231-1/+1
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* Fix crash due to reentrancy in AudioStreamPlayer* finished signal.Lyuma2021-10-281-1/+3
| | | | | | | | | | | | | This crash occurred when an audio stream finished playing in NOTIFICATION_INTERNAL_PROCESS, during which it would iterate through a loop of playbacks, leading to a "finished" signal, which removed the audio player from the tree which led to a NOTIFICATION_EXIT_TREE, which would mutate the array of playbacks while within the above loop. This moves the signal callback outside of the loop which avoids the crash. Note: previously, the signal was called multiple times if the same player finishes multiple times in one frame. Now it is at most once per frame. Affects AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
* Refactored Node3D rotation modesreduz2021-10-251-0/+2
| | | | | | | | | * Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
* Allow AudioStreamPlayer(2D) to provide `pitch_scale` on playbackDouglas Leão2021-10-101-1/+1
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* Add polyphony to Audio Stream Player nodesEllen Poe2021-09-072-53/+92
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* Do all audio mixing in the AudioServerEllen Poe2021-08-272-172/+78
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* Implement NativeExtension pointer argumentsreduz2021-08-231-1/+5
| | | | | | | | * Allows calling into native extensions directly with a pointer * Makes it easier to implement some APIs more efficiently * Appears with a "*" in the documentation for the argument. * Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint. * AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
* Optimize StringName usagereduz2021-07-181-1/+1
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Fixes small typos and grammar correctionAnshul7sp12021-03-121-1/+1
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* Don't fade out after pausing unless stream is runningEllen Poe2021-02-181-1/+1
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* Initialize fadeout to false in AudioStreamPlayerEllen Poe2021-02-181-1/+1
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