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Lots of work on Audio & Physics engine:
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
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@@ -231,7 +231,7 @@ void AudioStreamPlaybackSample::mix(AudioFrame *p_buffer, float p_rate_scale, in
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/* some 64-bit fixed point precaches */
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int64_t loop_begin_fp = ((int64_t)len << MIX_FRAC_BITS);
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int64_t loop_begin_fp = ((int64_t)base->loop_begin << MIX_FRAC_BITS);
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int64_t loop_end_fp = ((int64_t)base->loop_end << MIX_FRAC_BITS);
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int64_t length_fp = ((int64_t)len << MIX_FRAC_BITS);
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int64_t begin_limit = (base->loop_mode != AudioStreamSample::LOOP_DISABLED) ? loop_begin_fp : 0;
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