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authorJoerg Mueller <nexyon@gmail.com>2011-06-22 00:24:40 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-06-22 00:24:40 +0400
commitc89b4e4b665757e0a164e98985d2f5d1c6843fa0 (patch)
tree01a30699fae68e5639dfeb61467ef1ba113d5125 /source/blender/blenkernel/intern/sound.c
parent044887b5a4b1df57fce408f29f59bce1d7fa0085 (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.c2
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;
}