Use StringName consistently to refer to the Master audio bus name
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f2acfb1ffc
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49b6067aba
12 changed files with 26 additions and 16 deletions
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@ -510,7 +510,7 @@ StringName Area2D::get_audio_bus_name() const {
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return audio_bus;
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}
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}
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return "Master";
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return SceneStringNames::get_singleton()->Master;
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}
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void Area2D::_validate_property(PropertyInfo &p_property) const {
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@ -116,10 +116,10 @@ StringName AudioStreamPlayer2D::_get_actual_bus() {
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//check if any area is diverting sound into a bus
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Ref<World2D> world_2d = get_world_2d();
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ERR_FAIL_COND_V(world_2d.is_null(), SNAME("Master"));
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ERR_FAIL_COND_V(world_2d.is_null(), SceneStringNames::get_singleton()->Master);
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PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
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ERR_FAIL_COND_V(space_state == nullptr, SNAME("Master"));
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ERR_FAIL_COND_V(space_state == nullptr, SceneStringNames::get_singleton()->Master);
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PhysicsDirectSpaceState2D::ShapeResult sr[MAX_INTERSECT_AREAS];
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PhysicsDirectSpaceState2D::PointParameters point_params;
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@ -316,7 +316,7 @@ StringName AudioStreamPlayer2D::get_bus() const {
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return default_bus;
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}
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}
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return SNAME("Master");
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return SceneStringNames::get_singleton()->Master;
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}
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void AudioStreamPlayer2D::set_autoplay(bool p_enable) {
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@ -32,6 +32,7 @@
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#define AUDIO_STREAM_PLAYER_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/scene_string_names.h"
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#include "servers/audio/audio_stream.h"
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#include "servers/audio_server.h"
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@ -66,7 +67,7 @@ private:
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float volume_db = 0.0;
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float pitch_scale = 1.0;
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bool autoplay = false;
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StringName default_bus = SNAME("Master");
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StringName default_bus = SceneStringNames::get_singleton()->Master;
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int max_polyphony = 1;
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void _set_playing(bool p_enable);
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@ -573,7 +573,7 @@ StringName Area3D::get_audio_bus_name() const {
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return audio_bus;
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}
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}
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return "Master";
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return SceneStringNames::get_singleton()->Master;
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}
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void Area3D::set_use_reverb_bus(bool p_enable) {
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@ -594,7 +594,7 @@ StringName Area3D::get_reverb_bus_name() const {
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return reverb_bus;
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}
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}
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return "Master";
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return SceneStringNames::get_singleton()->Master;
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}
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void Area3D::set_reverb_amount(float p_amount) {
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@ -33,6 +33,7 @@
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#include "core/templates/vset.h"
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#include "scene/3d/collision_object_3d.h"
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#include "scene/scene_string_names.h"
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class Area3D : public CollisionObject3D {
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GDCLASS(Area3D, CollisionObject3D);
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@ -134,10 +135,10 @@ private:
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void _clear_monitoring();
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bool audio_bus_override = false;
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StringName audio_bus = "Master";
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StringName audio_bus = SceneStringNames::get_singleton()->Master;
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bool use_reverb_bus = false;
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StringName reverb_bus = "Master";
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StringName reverb_bus = SceneStringNames::get_singleton()->Master;
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float reverb_amount = 0.0;
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float reverb_uniformity = 0.0;
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@ -35,6 +35,7 @@
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#include "scene/3d/audio_listener_3d.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/main/viewport.h"
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#include "scene/scene_string_names.h"
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// Based on "A Novel Multichannel Panning Method for Standard and Arbitrary Loudspeaker Configurations" by Ramy Sadek and Chris Kyriakakis (2004)
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// Speaker-Placement Correction Amplitude Panning (SPCAP)
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@ -635,7 +636,7 @@ StringName AudioStreamPlayer3D::get_bus() const {
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return bus;
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}
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}
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return SNAME("Master");
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return SceneStringNames::get_singleton()->Master;
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}
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void AudioStreamPlayer3D::set_autoplay(bool p_enable) {
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@ -200,7 +200,7 @@ StringName AudioStreamPlayer::get_bus() const {
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return bus;
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}
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}
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return SNAME("Master");
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return SceneStringNames::get_singleton()->Master;
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}
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void AudioStreamPlayer::set_autoplay(bool p_enable) {
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@ -33,6 +33,7 @@
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#include "core/templates/safe_refcount.h"
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#include "scene/main/node.h"
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#include "scene/scene_string_names.h"
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#include "servers/audio/audio_stream.h"
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class AudioStreamPlayer : public Node {
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@ -54,7 +55,7 @@ private:
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float pitch_scale = 1.0;
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float volume_db = 0.0;
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bool autoplay = false;
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StringName bus = SNAME("Master");
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StringName bus = SceneStringNames::get_singleton()->Master;
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int max_polyphony = 1;
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MixTarget mix_target = MIX_TARGET_STEREO;
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@ -451,7 +451,7 @@ StringName VideoStreamPlayer::get_bus() const {
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return bus;
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}
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}
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return "Master";
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return SceneStringNames::get_singleton()->Master;
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}
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void VideoStreamPlayer::_validate_property(PropertyInfo &p_property) const {
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@ -193,6 +193,9 @@ SceneStringNames::SceneStringNames() {
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path_pp = NodePath("..");
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// Audio bus name.
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Master = StaticCString::create("Master");
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_default = StaticCString::create("default");
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_window_group = StaticCString::create("_window_group");
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@ -204,6 +204,8 @@ public:
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StringName output;
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StringName Master;
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StringName parameters_base_path;
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StringName _window_group;
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@ -40,6 +40,7 @@
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#include "core/string/string_name.h"
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#include "core/templates/pair.h"
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#include "scene/resources/audio_stream_wav.h"
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#include "scene/scene_string_names.h"
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#include "servers/audio/audio_driver_dummy.h"
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#include "servers/audio/effects/audio_effect_compressor.h"
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@ -747,7 +748,7 @@ void AudioServer::set_bus_count(int p_count) {
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buses[i]->bypass = false;
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buses[i]->volume_db = 0;
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if (i > 0) {
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buses[i]->send = "Master";
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buses[i]->send = SceneStringNames::get_singleton()->Master;
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}
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bus_map[attempt] = buses[i];
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@ -1582,7 +1583,7 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) {
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for (int i = 0; i < p_bus_layout->buses.size(); i++) {
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Bus *bus = memnew(Bus);
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if (i == 0) {
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bus->name = "Master";
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bus->name = SceneStringNames::get_singleton()->Master;
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} else {
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bus->name = p_bus_layout->buses[i].name;
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bus->send = p_bus_layout->buses[i].send;
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@ -1891,5 +1892,5 @@ void AudioBusLayout::_get_property_list(List<PropertyInfo> *p_list) const {
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AudioBusLayout::AudioBusLayout() {
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buses.resize(1);
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buses.write[0].name = "Master";
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buses.write[0].name = SceneStringNames::get_singleton()->Master;
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}
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