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authorJoerg Mueller <nexyon@gmail.com>2011-08-16 01:50:09 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-08-16 01:50:09 +0400
commita458de88b65c5fcb0f11c005c040163d3cf76cec (patch)
tree1b917a5d035c8b9c224971acee2ef0d9dd6b79b2 /source/blender/blenkernel/intern/sound.c
parentcbbbf31315bf57aed5ccfec02f29495b2e3767ec (diff)
3D Audio GSoC:
High quality resampling on mixdown, linear for playback. * Lots of improvements and fixes for the JOS resampler, now it works fine! * High quality filter coefficients for the JOS resampler (sorry for the 5 MB source file). * Fix for GE orientation bug. Note: moto uses x,y,z,w quaternion storage, while rest of blender uses w,x,y,z. * Minor changes/fixes.
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r--source/blender/blenkernel/intern/sound.c9
1 files changed, 1 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index 9c62b92a924..d7385a86105 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -372,14 +372,7 @@ void sound_load(struct Main *bmain, struct bSound* sound)
AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
- AUD_Device* mixdown = AUD_openReadDevice(specs);
-
- AUD_setDeviceVolume(mixdown, volume);
-
- AUD_setSequencerSpecs(scene->sound_scene, specs.specs);
- AUD_freeHandle(AUD_playDevice(mixdown, scene->sound_scene, start / FPS));
-
- return mixdown;
+ return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
}
void sound_create_scene(struct Scene *scene)