godot/servers/audio/effects/audio_effect_record.cpp

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/*  audio_effect_record.cpp                                               */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "audio_effect_record.h"

#ifdef TOOLS_ENABLED
// FIXME: This file shouldn't depend on editor stuff.
#include "editor/import/resource_importer_wav.h"
#endif

void AudioEffectRecordInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {}

void AudioEffectRecordInstance::_update_buffer() {}

void AudioEffectRecordInstance::_update(void *userdata) {}

bool AudioEffectRecordInstance::process_silence() const {}

void AudioEffectRecordInstance::_io_thread_process() {}

void AudioEffectRecordInstance::_io_store_buffer() {}

void AudioEffectRecordInstance::_thread_callback(void *_instance) {}

void AudioEffectRecordInstance::init() {}

void AudioEffectRecordInstance::finish() {}

Ref<AudioEffectInstance> AudioEffectRecord::instantiate() {}

void AudioEffectRecord::ensure_thread_stopped() {}

void AudioEffectRecord::set_recording_active(bool p_record) {}

bool AudioEffectRecord::is_recording_active() const {}

void AudioEffectRecord::set_format(AudioStreamWAV::Format p_format) {}

AudioStreamWAV::Format AudioEffectRecord::get_format() const {}

Ref<AudioStreamWAV> AudioEffectRecord::get_recording() const {}

void AudioEffectRecord::_bind_methods() {}

AudioEffectRecord::AudioEffectRecord() {}

AudioEffectRecord::~AudioEffectRecord() {}