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authorJoerg Mueller <nexyon@gmail.com>2011-08-07 15:54:58 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-08-07 15:54:58 +0400
commit2d884fc035d403d43c7a18e3e61cd56ccdfbec2b (patch)
tree2548dcfbb52370618d1f255f57e65bcf1cbb49a4 /source/gameengine/Converter/KX_ConvertActuators.cpp
parent4370099fb0bc1bdd21f78b14a91a1d8eb76e1bc1 (diff)
3D Audio GSoC:
* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8 * Fixed orientation retrieval in OpenAL device code. * Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit * Changed BGE to use audaspace via native C++ instead over the C API. * Made AUD_SequencerFactory and AUD_SequencerEntry thread safe. * Changed sound caching into a flag which fixes problems on file loading, especially with undo. * Removed unused parameter from sound_mute_scene_sound * Fixed bug: changing FPS didn't update the sequencer sound positions. * Fixed bug: Properties of sequencer strips weren't set correctly. * Minor warning fixes.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index a06e16b2f1d..7b9cba7770b 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -388,7 +388,7 @@ void BL_ConvertActuators(char* maggiename,
{
bSound* sound = soundact->sound;
bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false;
- AUD_Sound* snd_sound = NULL;
+ AUD_Reference<AUD_IFactory> snd_sound;
KX_3DSoundSettings settings;
settings.cone_inner_angle = soundact->sound3D.cone_inner_angle;
settings.cone_outer_angle = soundact->sound3D.cone_outer_angle;
@@ -406,7 +406,7 @@ void BL_ConvertActuators(char* maggiename,
"\" has no sound datablock." << std::endl;
}
else
- snd_sound = sound->playback_handle;
+ snd_sound = *reinterpret_cast<AUD_Reference<AUD_IFactory>*>(sound->playback_handle);
KX_SoundActuator* tmpsoundact =
new KX_SoundActuator(gameobj,
snd_sound,