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>
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.
Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:
- Local includes
* Conditional local includes
- Core includes
* Conditional core includes
- Thirdparty includes
* Conditional thirdparty includes
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".
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.
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 🎆