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-rw-r--r--klangfarbrs/src/lib.rs30
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;
}