godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
https://godotengine.org
MIT License
91.07k stars 21.18k forks source link

Partial regression: missing audio-related signals. #9928

Closed Sslaxx closed 7 years ago

Sslaxx commented 7 years ago

Operating system or device - Godot version: Ubuntu 17.04 64-bit. Godot version 3.0 pull 3c53b35.

Issue description: AudioStreamPlayer lacks signals related to audio files starting, stopping,etc. 2.1.x had at least a signal for StreamPlayer which indicated when its stream finished. Both 2D and 3D versions of AudioStreamPlayer also lack any such signals.

Names could be something like "stream_started", "stream_looped" etc.

vonflyhighace2 commented 7 years ago

Also There's no option to loop an audio file. AudioStreamSample has a loop begin and a loop end but those does nothing like what you would believe it should.

reduz commented 7 years ago

Loop is an import option

On Jul 28, 2017 2:14 PM, "vonflyhighace2" notifications@github.com wrote:

Also There's no option to loop an audio file. AudioStreamSample has a loop begin and a loop end but those does nothing like what you would believe it should.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/9928#issuecomment-318711188, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z21aW5Ng_RBDY7fEmgk5gkaiKZ4fpks5sShbogaJpZM4Ol1AH .

vonflyhighace2 commented 7 years ago

That's a weird way to present the option. Does that mean you're limited to the choice at import time. Or can we toggles this during runtime?


From: Juan Linietsky notifications@github.com Sent: Friday, July 28, 2017 10:46:29 AM To: godotengine/godot Cc: vonflyhighace2; Comment Subject: Re: [godotengine/godot] Partial regression: missing audio-related signals. (#9928)

Loop is an import option

On Jul 28, 2017 2:14 PM, "vonflyhighace2" notifications@github.com wrote:

Also There's no option to loop an audio file. AudioStreamSample has a loop begin and a loop end but those does nothing like what you would believe it should.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/9928#issuecomment-318711188, or mute the thread https://github.com/notifications/unsubscribe-auth/AF-Z21aW5Ng_RBDY7fEmgk5gkaiKZ4fpks5sShbogaJpZM4Ol1AH .

— You are receiving this because you commented. Reply to this email directly, view it on GitHubhttps://github.com/godotengine/godot/issues/9928#issuecomment-318718969, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AFX07Vdos2lizvJQ4vpQbTpAAKfgFqoCks5sSh51gaJpZM4Ol1AH.

vonflyhighace2 commented 7 years ago

I say it's weird because Godot automatically imports files once they are in the project folder meaning not everyone will check how things are imported especially audio files. Putting a simple but often used function like looping in a more obvious place would be ideal.

vonflyhighace2 commented 7 years ago

Did some more playing around with the 3D audio Node. Looks like .wav audio samples can't be set to loop? it automatically disables looping at run-time. Not sure if this is intentional or a bug.

Sslaxx commented 7 years ago

@vonflyhighace2 - Stuff about looping/not looping should be made into its own issue.

Sslaxx commented 7 years ago

Out of curiosity, is there (or would it be useful to have) a tracker for listing which node types should have signals exposed but currently don't?

reduz commented 7 years ago

@Sslaxx looping can be changed via code, but the default setting is changed via import. I don't think this is a problem.

Sslaxx commented 7 years ago

You mean @vonflyhighace2.

It would be nice to have signals for starting playing, pausing/resuming and when looping though. It'd allow more flexibility than the old signals (or the "finished" signal implemented currently).