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.
This commit is contained in:
ShyRed 2018-03-08 19:11:46 +01:00
parent 8ded15b035
commit bc1522e268
6 changed files with 44 additions and 3 deletions

View File

@ -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//stop playing if no longer active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;

View File

@ -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;

View File

@ -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//stop playing if no longer active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;

View File

@ -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;

View File

@ -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");
}
}
@ -211,6 +212,11 @@ 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();
}
@ -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;

View File

@ -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;