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This makes demos render correctly on hiDPI displays, while also demonstrating how to handle multiple resolutions. The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport, which is faster to render. Thanks to this, 4× MSAA is now enabled for a better result. The background loading demo now uses mipmaps for better-looking images. The material testers demo now samples mouse input in a resolution-independent manner when panning. Default clear colors were also changed in some projects for visual consistency with the project's theme.
52 lines
1.2 KiB
GDScript
52 lines
1.2 KiB
GDScript
extends Control
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var effect
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var recording
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func _ready():
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var idx = AudioServer.get_bus_index("Record")
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effect = AudioServer.get_bus_effect(idx, 0)
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func _on_RecordButton_pressed():
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if effect.is_recording_active():
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recording = effect.get_recording()
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$PlayButton.disabled = false
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$SaveButton.disabled = false
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effect.set_recording_active(false)
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$RecordButton.text = "Record"
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$Status.text = ""
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else:
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$PlayButton.disabled = true
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$SaveButton.disabled = true
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effect.set_recording_active(true)
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$RecordButton.text = "Stop"
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$Status.text = "Recording..."
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func _on_PlayButton_pressed():
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print(recording)
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print(recording.format)
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print(recording.mix_rate)
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print(recording.stereo)
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var data = recording.get_data()
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print(data)
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print(data.size())
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$AudioStreamPlayer.stream = recording
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$AudioStreamPlayer.play()
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func _on_Play_Music_pressed():
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if $AudioStreamPlayer2.playing:
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$AudioStreamPlayer2.stop()
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$PlayMusic.text = "Play Music"
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else:
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$AudioStreamPlayer2.play()
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$PlayMusic.text = "Stop Music"
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func _on_SaveButton_pressed():
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var save_path = $SaveButton/Filename.text
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recording.save_to_wav(save_path)
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$Status.text = "Saved WAV file to: %s\n(%s)" % [save_path, ProjectSettings.globalize_path(save_path)]
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