diff options
author | Grant Shangreaux <grant@unabridgedsoftware.com> | 2021-10-30 22:17:55 -0500 |
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committer | Grant Shangreaux <grant@unabridgedsoftware.com> | 2021-10-30 22:17:55 -0500 |
commit | 6d9bfcbc4ab0575e6cbf5a79d072431d7c7e712e (patch) | |
tree | dc5f53d6275c3c949e815ca9c481b0dcfa3137fc /klangfarbrs/src | |
parent | c484f737ad8a0c8e47b3bac3feab88e32eeff5cc (diff) |
Docs: add crate comment and one example block with test
Diffstat (limited to 'klangfarbrs/src')
-rw-r--r-- | klangfarbrs/src/lib.rs | 30 |
1 files changed, 23 insertions, 7 deletions
diff --git a/klangfarbrs/src/lib.rs b/klangfarbrs/src/lib.rs index 64f3bda..ba201f0 100644 --- a/klangfarbrs/src/lib.rs +++ b/klangfarbrs/src/lib.rs @@ -1,4 +1,12 @@ -// use gdnative::api::Resource; +//! # Rust audio oscillator for the Godot game engine +//! +//! This crate contains logic for generating samples for audio wave forms which are then +//! used to fill Godot's `AudioStreamPlayback` buffers. Scripts using this code as a dynamic +//! library will be able to request a certain number of frames (represented as a `Vector2`) +//! at a specific frequency. Because of how the Godot bindings work, the wave structs will +//! have a default sample rate at 48kHz. You'll want to set it in your script's `_ready` +//! function to match the sample rate in Godot. + use gdnative::prelude::*; use gdnative::core_types::TypedArray; use std::f32::consts::TAU; @@ -6,23 +14,31 @@ use std::f32::consts::TAU; #[derive(NativeClass)] #[inherit(Node)] pub struct SineWave { - sample_rate: f32, - phase: f32 + pub sample_rate: f32, + pub phase: f32 } +/// # Examples +/// +/// ``` +/// use klangfarbrs::SineWave; +/// let mut wave = SineWave { sample_rate: 24000.0, phase: 0.0 }; +/// assert_eq!(wave.sample_rate, 24000.0); +/// ``` + #[methods] impl SineWave { - fn new(_owner: &Node) -> Self { - SineWave { sample_rate: 44100.0, phase: 0.0 } + pub fn new(_owner: &Node) -> Self { + Self { sample_rate: 48000.0, phase: 0.0 } } #[export] fn _ready(&self, _owner: &Node) { - godot_print!("Whatever, connected.") + godot_print!("DAS IST KLANGFARBRS.") } #[export] - fn set_sample_rate(&mut self, _owner: &Node, sample_rate: f32) { + pub fn set_sample_rate(&mut self, _owner: &Node, sample_rate: f32) { self.sample_rate = sample_rate; } |