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Add support (via project settings) to AudioServer to change the speaker_mode
that Godot uses internally, independent of the audio driver used. Can accept a 'Default'
value, using the audio driver speaker_mode, or use the specified mode.
This is intended to be used to help troubleshoot audio issues when testing with different
speaker setups, but can be used to force a specific speaker_mode on projects where
appropriate.
Co-authored-by: A Thousand Ships <[email protected]>
Sets the [url=https://developer.apple.com/documentation/avfaudio/avaudiosessioncategory]AVAudioSessionCategory[/url] on iOS. Use the [code]Playback[/code] category to get sound output, even if the phone is in silent mode.
The speaker mode used internally by Godot. [code]Default[/code] will use the audio driver's speaker mode, while other values will override the internal speaker mode, and thus the number of audio channels, used by the [AudioServer].
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When the internal speaker mode differs from the driver's speaker mode, audio channels will be muted, ignored, or mapped to the audio driver's channels.
If [code]true[/code], text-to-speech support is enabled on startup, otherwise it is enabled first time TTS method is used, see [method DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].
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[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
// TODO: Buffer size is hardcoded for now. This would be really nice to have as a project setting because currently it limits audio latency to an absolute minimum of 11ms with default mix rate, but there's some additional work required to make that happen. See TODOs in `_mix_step_for_channel`.
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// When this becomes a project setting, it should be specified in milliseconds rather than raw sample count, because 512 samples at 192khz is shorter than it is at 48khz, for example.
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