| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  audio_driver_dummy.cpp                                               */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							| 
									
										
										
										
											2017-08-27 14:16:55 +02:00
										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2018-01-05 00:50:27 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | #include "audio_driver_dummy.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-11-07 19:33:38 -03:00
										 |  |  | #include "core/config/project_settings.h"
 | 
					
						
							| 
									
										
										
										
											2018-09-11 18:13:45 +02:00
										 |  |  | #include "core/os/os.h"
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | AudioDriverDummy *AudioDriverDummy::singleton = nullptr; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | Error AudioDriverDummy::init() { | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 	active.clear(); | 
					
						
							|  |  |  | 	exit_thread.clear(); | 
					
						
							| 
									
										
										
										
											2020-04-02 01:20:12 +02:00
										 |  |  | 	samples_in = nullptr; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | 	if (mix_rate == -1) { | 
					
						
							|  |  |  | 		mix_rate = GLOBAL_GET("audio/driver/mix_rate"); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | 	channels = get_channels(); | 
					
						
							| 
									
										
										
										
											2021-09-07 23:25:35 -05:00
										 |  |  | 	samples_in = memnew_arr(int32_t, (size_t)buffer_frames * channels); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | 	if (use_threads) { | 
					
						
							|  |  |  | 		thread.start(AudioDriverDummy::thread_func, this); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void AudioDriverDummy::thread_func(void *p_udata) { | 
					
						
							| 
									
										
										
										
											2022-04-05 13:40:26 +03:00
										 |  |  | 	AudioDriverDummy *ad = static_cast<AudioDriverDummy *>(p_udata); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-08-29 16:47:44 -03:00
										 |  |  | 	uint64_t usdelay = (ad->buffer_frames / float(ad->mix_rate)) * 1000000; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 	while (!ad->exit_thread.is_set()) { | 
					
						
							|  |  |  | 		if (ad->active.is_set()) { | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 			ad->lock(); | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 			ad->start_counting_ticks(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-08-29 16:47:44 -03:00
										 |  |  | 			ad->audio_server_process(ad->buffer_frames, ad->samples_in); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 			ad->stop_counting_ticks(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 			ad->unlock(); | 
					
						
							|  |  |  | 		}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		OS::get_singleton()->delay_usec(usdelay); | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void AudioDriverDummy::start() { | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 	active.set(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int AudioDriverDummy::get_mix_rate() const { | 
					
						
							|  |  |  | 	return mix_rate; | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-01-15 16:06:14 -03:00
										 |  |  | AudioDriver::SpeakerMode AudioDriverDummy::get_speaker_mode() const { | 
					
						
							| 
									
										
										
										
											2017-01-16 19:19:45 +01:00
										 |  |  | 	return speaker_mode; | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | }; | 
					
						
							| 
									
										
										
										
											2017-01-16 19:19:45 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | void AudioDriverDummy::lock() { | 
					
						
							| 
									
										
										
										
											2020-02-26 11:28:13 +01:00
										 |  |  | 	mutex.lock(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | }; | 
					
						
							| 
									
										
										
										
											2017-01-16 19:19:45 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | void AudioDriverDummy::unlock() { | 
					
						
							| 
									
										
										
										
											2020-02-26 11:28:13 +01:00
										 |  |  | 	mutex.unlock(); | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | void AudioDriverDummy::set_use_threads(bool p_use_threads) { | 
					
						
							|  |  |  | 	use_threads = p_use_threads; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void AudioDriverDummy::set_speaker_mode(SpeakerMode p_mode) { | 
					
						
							|  |  |  | 	speaker_mode = p_mode; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void AudioDriverDummy::set_mix_rate(int p_rate) { | 
					
						
							|  |  |  | 	mix_rate = p_rate; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uint32_t AudioDriverDummy::get_channels() const { | 
					
						
							|  |  |  | 	static const int channels_for_mode[4] = { 2, 4, 8, 16 }; | 
					
						
							|  |  |  | 	return channels_for_mode[speaker_mode]; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void AudioDriverDummy::mix_audio(int p_frames, int32_t *p_buffer) { | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 	ERR_FAIL_COND(!active.is_set()); // If not active, should not mix.
 | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | 	ERR_FAIL_COND(use_threads == true); // If using threads, this will not work well.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	uint32_t todo = p_frames; | 
					
						
							|  |  |  | 	while (todo) { | 
					
						
							|  |  |  | 		uint32_t to_mix = MIN(buffer_frames, todo); | 
					
						
							|  |  |  | 		lock(); | 
					
						
							|  |  |  | 		audio_server_process(to_mix, samples_in); | 
					
						
							|  |  |  | 		unlock(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		uint32_t total_samples = to_mix * channels; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (uint32_t i = 0; i < total_samples; i++) { | 
					
						
							|  |  |  | 			p_buffer[i] = samples_in[i]; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		todo -= to_mix; | 
					
						
							|  |  |  | 		p_buffer += total_samples; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | void AudioDriverDummy::finish() { | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | 	if (use_threads) { | 
					
						
							| 
									
										
										
										
											2022-08-19 10:38:13 +02:00
										 |  |  | 		exit_thread.set(); | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | 		thread.wait_to_finish(); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2014-02-09 22:10:30 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	if (samples_in) { | 
					
						
							|  |  |  | 		memdelete_arr(samples_in); | 
					
						
							|  |  |  | 	}; | 
					
						
							| 
									
										
											  
											
												Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
											
										 
											2022-06-17 00:55:19 +02:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | AudioDriverDummy::AudioDriverDummy() { | 
					
						
							|  |  |  | 	singleton = this; | 
					
						
							|  |  |  | } |