[][src]Struct gdnative_bindings::AudioServer

pub struct AudioServer { /* fields omitted */ }

core singleton class AudioServer inherits Object (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

AudioServer inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl AudioServer[src]

Constants

impl AudioServer[src]

pub fn godot_singleton() -> &'static Self[src]

Returns a reference to the singleton instance.

pub fn add_bus(&self, at_position: i64)[src]

Adds a bus at [code]at_position[/code].

Default Arguments

  • at_position - -1

pub fn add_bus_effect(
    &self,
    bus_idx: i64,
    effect: impl AsArg<AudioEffect>,
    at_position: i64
)
[src]

Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at [code]at_position[/code].

Default Arguments

  • at_position - -1

pub fn capture_get_device(&self) -> GodotString[src]

Name of the current device for audio input (see [method capture_get_device_list]).

pub fn capture_get_device_list(&self) -> VariantArray[src]

Returns the names of all audio input devices detected on the system.

pub fn capture_set_device(&self, name: impl Into<GodotString>)[src]

Sets which audio input device is used for audio capture.

pub fn generate_bus_layout(&self) -> Option<Ref<AudioBusLayout, Shared>>[src]

Generates an [AudioBusLayout] using the available buses and effects.

pub fn get_bus_channels(&self, bus_idx: i64) -> i64[src]

Returns the amount of channels of the bus at index [code]bus_idx[/code].

pub fn bus_count(&self) -> i64[src]

Number of available audio buses.

pub fn get_bus_effect(
    &self,
    bus_idx: i64,
    effect_idx: i64
) -> Option<Ref<AudioEffect, Shared>>
[src]

Returns the [AudioEffect] at position [code]effect_idx[/code] in bus [code]bus_idx[/code].

pub fn get_bus_effect_count(&self, bus_idx: i64) -> i64[src]

Returns the number of effects on the bus at [code]bus_idx[/code].

pub fn get_bus_effect_instance(
    &self,
    bus_idx: i64,
    effect_idx: i64,
    channel: i64
) -> Option<Ref<AudioEffectInstance, Shared>>
[src]

Returns the [AudioEffectInstance] assigned to the given bus and effect indices (and optionally channel).

Default Arguments

  • channel - 0

pub fn get_bus_index(&self, bus_name: impl Into<GodotString>) -> i64[src]

Returns the index of the bus with the name [code]bus_name[/code].

pub fn get_bus_name(&self, bus_idx: i64) -> GodotString[src]

Returns the name of the bus with the index [code]bus_idx[/code].

pub fn get_bus_peak_volume_left_db(&self, bus_idx: i64, channel: i64) -> f64[src]

Returns the peak volume of the left speaker at bus index [code]bus_idx[/code] and channel index [code]channel[/code].

pub fn get_bus_peak_volume_right_db(&self, bus_idx: i64, channel: i64) -> f64[src]

Returns the peak volume of the right speaker at bus index [code]bus_idx[/code] and channel index [code]channel[/code].

pub fn get_bus_send(&self, bus_idx: i64) -> GodotString[src]

Returns the name of the bus that the bus at index [code]bus_idx[/code] sends to.

pub fn get_bus_volume_db(&self, bus_idx: i64) -> f64[src]

Returns the volume of the bus at index [code]bus_idx[/code] in dB.

pub fn device(&self) -> GodotString[src]

Name of the current device for audio output (see [method get_device_list]).

pub fn get_device_list(&self) -> VariantArray[src]

Returns the names of all audio devices detected on the system.

pub fn global_rate_scale(&self) -> f64[src]

Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] will make the audio be played twice as fast).

pub fn get_mix_rate(&self) -> f64[src]

Returns the sample rate at the output of the [AudioServer].

pub fn get_output_latency(&self) -> f64[src]

Returns the audio driver's output latency.

pub fn get_speaker_mode(&self) -> SpeakerMode[src]

Returns the speaker configuration.

pub fn get_time_since_last_mix(&self) -> f64[src]

Returns the relative time since the last mix occurred.

pub fn get_time_to_next_mix(&self) -> f64[src]

Returns the relative time until the next mix occurs.

pub fn is_bus_bypassing_effects(&self, bus_idx: i64) -> bool[src]

If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing effects.

pub fn is_bus_effect_enabled(&self, bus_idx: i64, effect_idx: i64) -> bool[src]

If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus at index [code]bus_idx[/code] is enabled.

pub fn is_bus_mute(&self, bus_idx: i64) -> bool[src]

If [code]true[/code], the bus at index [code]bus_idx[/code] is muted.

pub fn is_bus_solo(&self, bus_idx: i64) -> bool[src]

If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode.

pub fn lock(&self)[src]

Locks the audio driver's main loop.
				[b]Note:[/b] Remember to unlock it afterwards.

pub fn move_bus(&self, index: i64, to_index: i64)[src]

Moves the bus from index [code]index[/code] to index [code]to_index[/code].

pub fn remove_bus(&self, index: i64)[src]

Removes the bus at index [code]index[/code].

pub fn remove_bus_effect(&self, bus_idx: i64, effect_idx: i64)[src]

Removes the effect at index [code]effect_idx[/code] from the bus at index [code]bus_idx[/code].

pub fn set_bus_bypass_effects(&self, bus_idx: i64, enable: bool)[src]

If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing effects.

pub fn set_bus_count(&self, amount: i64)[src]

Number of available audio buses.

pub fn set_bus_effect_enabled(
    &self,
    bus_idx: i64,
    effect_idx: i64,
    enabled: bool
)
[src]

If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus at index [code]bus_idx[/code] is enabled.

pub fn set_bus_layout(&self, bus_layout: impl AsArg<AudioBusLayout>)[src]

Overwrites the currently used [AudioBusLayout].

pub fn set_bus_mute(&self, bus_idx: i64, enable: bool)[src]

If [code]true[/code], the bus at index [code]bus_idx[/code] is muted.

pub fn set_bus_name(&self, bus_idx: i64, name: impl Into<GodotString>)[src]

Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code].

pub fn set_bus_send(&self, bus_idx: i64, send: impl Into<GodotString>)[src]

Connects the output of the bus at [code]bus_idx[/code] to the bus named [code]send[/code].

pub fn set_bus_solo(&self, bus_idx: i64, enable: bool)[src]

If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode.

pub fn set_bus_volume_db(&self, bus_idx: i64, volume_db: f64)[src]

Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/code].

pub fn set_device(&self, device: impl Into<GodotString>)[src]

Name of the current device for audio output (see [method get_device_list]).

pub fn set_global_rate_scale(&self, scale: f64)[src]

Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] will make the audio be played twice as fast).

pub fn swap_bus_effects(
    &self,
    bus_idx: i64,
    effect_idx: i64,
    by_effect_idx: i64
)
[src]

Swaps the position of two effects in bus [code]bus_idx[/code].

pub fn unlock(&self)[src]

Unlocks the audio driver's main loop. (After locking it, you should always unlock it.)

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call_deferred("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

pub fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
				[codeblock]
				callv("set", [ "position", Vector2(42.0, 0.0) ])
				[/codeblock]

pub fn can_translate_messages(&self) -> bool[src]

Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult
[src]

Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
				A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
				If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
				Examples:
				[codeblock]
				connect("pressed", self, "_on_Button_pressed") # BaseButton signal
				connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
				connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
				[/codeblock]
				An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
				[codeblock]
				connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
				emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
				func _on_Player_hit(hit_by, level, weapon_type, damage):
				    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
				[/codeblock]

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
				If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				emit_signal("hit", weapon_type, damage)
				emit_signal("game_over")
				[/codeblock]

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a [String].

pub fn get_incoming_connections(&self) -> VariantArray[src]

Returns an [Array] of dictionaries with information about signals that are connected to the object.
				Each [Dictionary] contains three String entries:
				- [code]source[/code] is a reference to the signal emitter.
				- [code]signal_name[/code] is the name of the connected signal.
				- [code]method_name[/code] is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].

pub fn get_instance_id(&self) -> i64[src]

Returns the object's unique instance ID.
				This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given [code]name[/code].

pub fn get_meta_list(&self) -> StringArray[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray[src]

Returns the object's property list as an [Array] of dictionaries.
				Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's [Script] instance, or [code]null[/code] if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray
[src]

Returns an [Array] of connections for the given [code]signal[/code].

pub fn get_signal_list(&self) -> VariantArray[src]

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the object contains the given [code]method[/code].

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given [code]signal[/code] exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.

pub fn is_blocking_signals(&self) -> bool[src]

Returns [code]true[/code] if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the object inherits from the given [code]class[/code].

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].

pub fn is_queued_for_deletion(&self) -> bool[src]

Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
				If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)[src]

If set to [code]true[/code], signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
				[codeblock]
				set_indexed("position", Vector2(42, 0))
				set_indexed("position:y", -10)
				print(position) # (42, -10)
				[/codeblock]

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
				To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
				If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
				Override the method [method _to_string] to customize the [String] representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings.
				Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for AudioServer[src]

impl Deref for AudioServer[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for AudioServer[src]

impl GodotObject for AudioServer[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Sealed for AudioServer[src]

impl Send for AudioServer[src]

impl SubClass<Object> for AudioServer[src]

impl Sync for AudioServer[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.