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-rw-r--r--klangfarbrs/src/lib.rs23
1 files changed, 7 insertions, 16 deletions
diff --git a/klangfarbrs/src/lib.rs b/klangfarbrs/src/lib.rs
index fafb5c0..2721e2f 100644
--- a/klangfarbrs/src/lib.rs
+++ b/klangfarbrs/src/lib.rs
@@ -1,10 +1,12 @@
-//! # Rust audio oscillator for the Godot game engine
+//! # Rust Synthesizer 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`
+//! generated with the current synthesis parameter settings.
+//!
+//! Because of how the Godot bindings work, the Synth 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::*;
@@ -120,25 +122,14 @@ impl Bender {
}
}
-/// # Examples
-///
-/// It is more work than benefit to figure out how to instantiate a Godot object (Node)
-/// that does not behave as typical Rust. However, I wanted to try out the feature of
-/// examples in the documentation that run as automated tests. :galaxy-brain:
-///
-/// ```
-/// use klangfarbrs::Osc;
-/// let mut wave = Osc { sample_rate: 24000.0, phase: 0.0 };
-/// assert_eq!(wave.sample_rate, 24000.0);
-/// ```
#[methods]
impl MonoSynth {
/// # Examples
///
/// ```gdscript
/// var MonoSynth = preload("res://MonoSynth.gdns")
- /// var wave = MonoSynth.new()
- /// wave.set_sample_rate(24000.0)
+ /// var synth = MonoSynth.new()
+ /// synth.set_sample_rate(24000.0)
/// wave.square() # changes to a square wave
/// ```
pub fn new(_owner: &Node) -> Self {