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https://github.com/godotengine/godot
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Rename properties unnecessarily using slash (/
) in their names
This is a legacy of Godot 2 days before the inspector had support for groups. "Properties" with a slash in their name can't be accessed from script unless using `set()`/`get()` so they were not actual properties as far as script languages are concerned. Part of #17558.
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@ -14,40 +14,40 @@
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<member name="dry" type="float" setter="set_dry" getter="get_dry" default="1.0">
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Output percent of original sound. At 0, only delayed sounds are output. Value can range from 0 to 1.
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</member>
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<member name="feedback/active" type="bool" setter="set_feedback_active" getter="is_feedback_active" default="false">
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<member name="feedback_active" type="bool" setter="set_feedback_active" getter="is_feedback_active" default="false">
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If [code]true[/code], feedback is enabled.
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</member>
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<member name="feedback/delay_ms" type="float" setter="set_feedback_delay_ms" getter="get_feedback_delay_ms" default="340.0">
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<member name="feedback_delay_ms" type="float" setter="set_feedback_delay_ms" getter="get_feedback_delay_ms" default="340.0">
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Feedback delay time in milliseconds.
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</member>
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<member name="feedback/level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db" default="-6.0">
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<member name="feedback_level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db" default="-6.0">
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Sound level for [code]tap1[/code].
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</member>
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<member name="feedback/lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass" default="16000.0">
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<member name="feedback_lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass" default="16000.0">
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Low-pass filter for feedback, in Hz. Frequencies below this value are filtered out of the source signal.
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</member>
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<member name="tap1/active" type="bool" setter="set_tap1_active" getter="is_tap1_active" default="true">
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<member name="tap1_active" type="bool" setter="set_tap1_active" getter="is_tap1_active" default="true">
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If [code]true[/code], [code]tap1[/code] will be enabled.
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</member>
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<member name="tap1/delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms" default="250.0">
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<member name="tap1_delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms" default="250.0">
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[code]tap1[/code] delay time in milliseconds.
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</member>
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<member name="tap1/level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db" default="-6.0">
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<member name="tap1_level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db" default="-6.0">
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Sound level for [code]tap1[/code].
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</member>
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<member name="tap1/pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan" default="0.2">
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<member name="tap1_pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan" default="0.2">
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Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to 1 (fully right).
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</member>
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<member name="tap2/active" type="bool" setter="set_tap2_active" getter="is_tap2_active" default="true">
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<member name="tap2_active" type="bool" setter="set_tap2_active" getter="is_tap2_active" default="true">
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If [code]true[/code], [code]tap2[/code] will be enabled.
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</member>
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<member name="tap2/delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms" default="500.0">
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<member name="tap2_delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms" default="500.0">
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[b]Tap2[/b] delay time in milliseconds.
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</member>
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<member name="tap2/level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db" default="-12.0">
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<member name="tap2_level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db" default="-12.0">
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Sound level for [code]tap2[/code].
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</member>
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<member name="tap2/pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan" default="-0.4">
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<member name="tap2_pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan" default="-0.4">
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Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to 1 (fully right).
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</member>
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</members>
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@ -140,12 +140,6 @@
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</method>
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</methods>
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<members>
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<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
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Extra margin used for collision recovery when calling [method move_and_slide].
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If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
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A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
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A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
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</member>
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<member name="floor_block_on_wall" type="bool" setter="set_floor_block_on_wall_enabled" getter="is_floor_block_on_wall_enabled" default="true">
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If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
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</member>
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@ -179,6 +173,12 @@
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<member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
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Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
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</member>
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<member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
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Extra margin used for collision recovery when calling [method move_and_slide].
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If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
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A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
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A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
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</member>
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<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
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If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
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</member>
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@ -125,12 +125,6 @@
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</method>
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</methods>
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<members>
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<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
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Extra margin used for collision recovery when calling [method move_and_slide].
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If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
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A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
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A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
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</member>
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<member name="floor_block_on_wall" type="bool" setter="set_floor_block_on_wall_enabled" getter="is_floor_block_on_wall_enabled" default="true">
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If [code]true[/code], the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
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</member>
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@ -164,6 +158,12 @@
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<member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
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Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored.
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</member>
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<member name="safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
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Extra margin used for collision recovery when calling [method move_and_slide].
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If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
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A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
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A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
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</member>
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<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
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If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
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</member>
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@ -10,16 +10,16 @@
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<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
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</tutorials>
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<members>
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<member name="collision/exclude_nodes" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
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<member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
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If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
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</member>
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<member name="nodes/node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")">
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<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")">
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The node attached to the first side (A) of the joint.
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</member>
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<member name="nodes/node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")">
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<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")">
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The node attached to the second side (B) of the joint.
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</member>
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<member name="solver/priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
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<member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
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The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
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</member>
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</members>
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@ -32,7 +32,7 @@
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Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
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If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
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</description>
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</method>
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<method name="remove_collision_exception_with">
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@ -52,7 +52,7 @@
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
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</description>
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</method>
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</methods>
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@ -40,7 +40,7 @@
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Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
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If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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[param max_collisions] allows to retrieve more than one collision result.
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</description>
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</method>
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@ -70,7 +70,7 @@
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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[param max_collisions] allows to retrieve more than one collision result.
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</description>
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</method>
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@ -1702,7 +1702,7 @@ void CharacterBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
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ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
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ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
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ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
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@ -1756,17 +1756,21 @@ void CharacterBody2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
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ADD_GROUP("Floor", "floor_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
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ADD_GROUP("Moving Platform", "moving_platform");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
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ADD_GROUP("Collision", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
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BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
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BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
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@ -221,11 +221,11 @@ void Joint3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision);
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ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "solver/priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision/exclude_nodes"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
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}
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Joint3D::Joint3D() {
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@ -1947,7 +1947,7 @@ void CharacterBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
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ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
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ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin);
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ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
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ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled);
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ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled);
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@ -2001,17 +2001,21 @@ void CharacterBody3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
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ADD_GROUP("Floor", "floor_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m"), "set_floor_snap_length", "get_floor_snap_length");
|
||||
|
||||
ADD_GROUP("Moving Platform", "moving_platform");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin");
|
||||
|
||||
ADD_GROUP("Collision", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin");
|
||||
|
||||
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
|
||||
BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
/*************************************************************************/
|
||||
|
||||
#include "audio_effect_delay.h"
|
||||
|
||||
#include "core/math/math_funcs.h"
|
||||
#include "servers/audio_server.h"
|
||||
|
||||
|
@ -286,37 +287,21 @@ void AudioEffectDelay::_bind_methods() {
|
|||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1/active"), "set_tap1_active", "is_tap1_active");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1,suffix:ms"), "set_tap1_delay_ms", "get_tap1_delay_ms");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01,suffix:dB"), "set_tap1_level_db", "get_tap1_level_db");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan");
|
||||
ADD_GROUP("Tap 1", "tap1_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap1_active"), "set_tap1_active", "is_tap1_active");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1_delay_ms", PROPERTY_HINT_RANGE, "0,1500,1,suffix:ms"), "set_tap1_delay_ms", "get_tap1_delay_ms");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1_level_db", PROPERTY_HINT_RANGE, "-60,0,0.01,suffix:dB"), "set_tap1_level_db", "get_tap1_level_db");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap1_pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap1_pan", "get_tap1_pan");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2/active"), "set_tap2_active", "is_tap2_active");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1,suffix:ms"), "set_tap2_delay_ms", "get_tap2_delay_ms");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01,suffix:dB"), "set_tap2_level_db", "get_tap2_level_db");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2/pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan");
|
||||
ADD_GROUP("Tap 2", "tap2_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tap2_active"), "set_tap2_active", "is_tap2_active");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2_delay_ms", PROPERTY_HINT_RANGE, "0,1500,1,suffix:ms"), "set_tap2_delay_ms", "get_tap2_delay_ms");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2_level_db", PROPERTY_HINT_RANGE, "-60,0,0.01,suffix:dB"), "set_tap2_level_db", "get_tap2_level_db");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "tap2_pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_tap2_pan", "get_tap2_pan");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback/active"), "set_feedback_active", "is_feedback_active");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/delay_ms", PROPERTY_HINT_RANGE, "0,1500,1,suffix:ms"), "set_feedback_delay_ms", "get_feedback_delay_ms");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/level_db", PROPERTY_HINT_RANGE, "-60,0,0.01,suffix:dB"), "set_feedback_level_db", "get_feedback_level_db");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback/lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass");
|
||||
}
|
||||
|
||||
AudioEffectDelay::AudioEffectDelay() {
|
||||
tap_1_active = true;
|
||||
tap_1_delay_ms = 250;
|
||||
tap_1_level = -6;
|
||||
tap_1_pan = 0.2;
|
||||
|
||||
tap_2_active = true;
|
||||
tap_2_delay_ms = 500;
|
||||
tap_2_level = -12;
|
||||
tap_2_pan = -0.4;
|
||||
|
||||
feedback_active = false;
|
||||
feedback_delay_ms = 340;
|
||||
feedback_level = -6;
|
||||
feedback_lowpass = 16000;
|
||||
|
||||
dry = 1.0;
|
||||
ADD_GROUP("Feedback", "feedback_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feedback_active"), "set_feedback_active", "is_feedback_active");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback_delay_ms", PROPERTY_HINT_RANGE, "0,1500,1,suffix:ms"), "set_feedback_delay_ms", "get_feedback_delay_ms");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback_level_db", PROPERTY_HINT_RANGE, "-60,0,0.01,suffix:dB"), "set_feedback_level_db", "get_feedback_level_db");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "feedback_lowpass", PROPERTY_HINT_RANGE, "1,16000,1"), "set_feedback_lowpass", "get_feedback_lowpass");
|
||||
}
|
||||
|
|
|
@ -37,6 +37,7 @@ class AudioEffectDelay;
|
|||
|
||||
class AudioEffectDelayInstance : public AudioEffectInstance {
|
||||
GDCLASS(AudioEffectDelayInstance, AudioEffectInstance);
|
||||
|
||||
friend class AudioEffectDelay;
|
||||
Ref<AudioEffectDelay> base;
|
||||
|
||||
|
@ -66,22 +67,22 @@ class AudioEffectDelay : public AudioEffect {
|
|||
MAX_TAPS = 2
|
||||
};
|
||||
|
||||
float dry;
|
||||
float dry = 1.0f;
|
||||
|
||||
bool tap_1_active;
|
||||
float tap_1_delay_ms;
|
||||
float tap_1_level;
|
||||
float tap_1_pan;
|
||||
bool tap_1_active = true;
|
||||
float tap_1_delay_ms = 250.0f;
|
||||
float tap_1_level = -6.0f;
|
||||
float tap_1_pan = 0.2f;
|
||||
|
||||
bool tap_2_active;
|
||||
float tap_2_delay_ms;
|
||||
float tap_2_level;
|
||||
float tap_2_pan;
|
||||
bool tap_2_active = true;
|
||||
float tap_2_delay_ms = 500.0f;
|
||||
float tap_2_level = -12.0f;
|
||||
float tap_2_pan = -0.4f;
|
||||
|
||||
bool feedback_active;
|
||||
float feedback_delay_ms;
|
||||
float feedback_level;
|
||||
float feedback_lowpass;
|
||||
bool feedback_active = false;
|
||||
float feedback_delay_ms = 340.0f;
|
||||
float feedback_level = -6.0f;
|
||||
float feedback_lowpass = 16000.0f;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
@ -128,7 +129,7 @@ public:
|
|||
|
||||
Ref<AudioEffectInstance> instantiate() override;
|
||||
|
||||
AudioEffectDelay();
|
||||
AudioEffectDelay() {}
|
||||
};
|
||||
|
||||
#endif // AUDIO_EFFECT_DELAY_H
|
||||
|
|
Loading…
Reference in a new issue