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author | Joerg Mueller <nexyon@gmail.com> | 2011-06-22 00:24:40 +0400 |
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committer | Joerg Mueller <nexyon@gmail.com> | 2011-06-22 00:24:40 +0400 |
commit | c89b4e4b665757e0a164e98985d2f5d1c6843fa0 (patch) | |
tree | 01a30699fae68e5639dfeb61467ef1ba113d5125 /source/blender/blenkernel/intern/sound.c | |
parent | 044887b5a4b1df57fce408f29f59bce1d7fa0085 (diff) |
3D Audio GSoC:
- Implemented a nice rechanneling solution with unofficial speaker arrangement standards similar to what OpenAL soft has
- Renamend AUD_Channel in the C API to AUD_Handle
- Removed the unlogical 7.2 speaker configuration, that's a hardware only config
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r-- | source/blender/blenkernel/intern/sound.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c index 18eab716924..60a24c2eace 100644 --- a/source/blender/blenkernel/intern/sound.c +++ b/source/blender/blenkernel/intern/sound.c @@ -346,7 +346,7 @@ AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, AUD_setDeviceVolume(mixdown, volume); - AUD_freeChannel(AUD_playDevice(mixdown, scene->sound_scene, start / FPS)); + AUD_freeHandle(AUD_playDevice(mixdown, scene->sound_scene, start / FPS)); return mixdown; } |