From bc1522e26865c9b84159ff4b4bcde7896fd73496 Mon Sep 17 00:00:00 2001 From: ShyRed Date: Thu, 8 Mar 2018 19:11:46 +0100 Subject: [PATCH] Use fake audio playing property in editor 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. --- scene/2d/audio_stream_player_2d.cpp | 11 ++++++++++- scene/2d/audio_stream_player_2d.h | 4 ++++ scene/3d/audio_stream_player_3d.cpp | 11 ++++++++++- scene/3d/audio_stream_player_3d.h | 4 ++++ scene/audio/audio_player.cpp | 13 ++++++++++++- scene/audio/audio_player.h | 4 ++++ 6 files changed, 44 insertions(+), 3 deletions(-) diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp index f998f23d3bd..94db832e9fb 100644 --- a/scene/2d/audio_stream_player_2d.cpp +++ b/scene/2d/audio_stream_player_2d.cpp @@ -233,7 +233,6 @@ void AudioStreamPlayer2D::_notification(int p_what) { //stop playing if no longer active if (!active) { set_physics_process_internal(false); - //do not update, this makes it easier to animate (will shut off otherwise) //_change_notify("playing"); //update property in editor emit_signal("finished"); } @@ -313,6 +312,11 @@ void AudioStreamPlayer2D::stop() { bool AudioStreamPlayer2D::is_playing() const { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) + return fake_active; +#endif + if (stream_playback.is_valid()) { return active; // && stream_playback->is_playing(); } @@ -357,11 +361,16 @@ bool AudioStreamPlayer2D::is_autoplay_enabled() { void AudioStreamPlayer2D::_set_playing(bool p_enable) { +#ifdef TOOLS_ENABLED + fake_active = p_enable; +#endif + if (p_enable) play(); else stop(); } + bool AudioStreamPlayer2D::_is_active() const { return active; diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h index 9ae8e3a518d..eae18c84049 100644 --- a/scene/2d/audio_stream_player_2d.h +++ b/scene/2d/audio_stream_player_2d.h @@ -69,6 +69,10 @@ private: volatile bool active; volatile float setplay; +#ifdef TOOLS_ENABLED + volatile bool fake_active; +#endif + float volume_db; float pitch_scale; bool autoplay; diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index c2a50ec7bbd..fa2b7987699 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -543,7 +543,6 @@ void AudioStreamPlayer3D::_notification(int p_what) { //stop playing if no longer active if (!active) { set_physics_process_internal(false); - //do not update, this makes it easier to animate (will shut off otherwise) //_change_notify("playing"); //update property in editor emit_signal("finished"); } @@ -641,6 +640,11 @@ void AudioStreamPlayer3D::stop() { bool AudioStreamPlayer3D::is_playing() const { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) + return fake_active; +#endif + if (stream_playback.is_valid()) { return active; // && stream_playback->is_playing(); } @@ -685,11 +689,16 @@ bool AudioStreamPlayer3D::is_autoplay_enabled() { void AudioStreamPlayer3D::_set_playing(bool p_enable) { +#ifdef TOOLS_ENABLED + fake_active = p_enable; +#endif + if (p_enable) play(); else stop(); } + bool AudioStreamPlayer3D::_is_active() const { return active; diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h index 1fcb83cf218..0e44ffd2735 100644 --- a/scene/3d/audio_stream_player_3d.h +++ b/scene/3d/audio_stream_player_3d.h @@ -102,6 +102,10 @@ private: volatile bool active; volatile float setplay; +#ifdef TOOLS_ENABLED + volatile bool fake_active; +#endif + AttenuationModel attenuation_model; float unit_db; float unit_size; diff --git a/scene/audio/audio_player.cpp b/scene/audio/audio_player.cpp index 408c00334a5..e7ace82fc02 100644 --- a/scene/audio/audio_player.cpp +++ b/scene/audio/audio_player.cpp @@ -127,6 +127,7 @@ void AudioStreamPlayer::_notification(int p_what) { if (!active || (setseek < 0 && !stream_playback->is_playing())) { active = false; set_process_internal(false); + //_change_notify("playing"); //update property in editor emit_signal("finished"); } } @@ -211,8 +212,13 @@ void AudioStreamPlayer::stop() { bool AudioStreamPlayer::is_playing() const { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) + return fake_active; +#endif + if (stream_playback.is_valid()) { - return active; //&& stream_playback->is_playing(); + return active; // && stream_playback->is_playing(); } return false; @@ -265,11 +271,16 @@ AudioStreamPlayer::MixTarget AudioStreamPlayer::get_mix_target() const { void AudioStreamPlayer::_set_playing(bool p_enable) { +#ifdef TOOLS_ENABLED + fake_active = p_enable; +#endif + if (p_enable) play(); else stop(); } + bool AudioStreamPlayer::_is_active() const { return active; diff --git a/scene/audio/audio_player.h b/scene/audio/audio_player.h index 21189aea6d1..f2e2684642f 100644 --- a/scene/audio/audio_player.h +++ b/scene/audio/audio_player.h @@ -53,6 +53,10 @@ private: volatile float setseek; volatile bool active; +#ifdef TOOLS_ENABLED + volatile bool fake_active; +#endif + float mix_volume_db; float pitch_scale; float volume_db;