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authorCampbell Barton <ideasman42@gmail.com>2009-06-11 14:26:53 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-11 14:26:53 +0400
commita543a1549e32a29a259603994e938ee5597d2bbb (patch)
tree6af89576697028cfe3616f80a641f08d428c5827 /source/gameengine/Ketsji/KX_SoundActuator.cpp
parent5a8b389ebe6105149625e7367ac533ca258c3970 (diff)
Sound actuator bug reported by zapman on blenderartist.
Negative events would play on an actuator if it hadn't played a sound yet.
Diffstat (limited to 'source/gameengine/Ketsji/KX_SoundActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 5c02a2db646..c13271f66a5 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -112,7 +112,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
return false;
// actual audio device playing state
- bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
+ bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED && m_soundObject->GetPlaystate() != SND_INITIAL) ? true : false;
if (m_pino)
{
@@ -194,7 +194,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
}
}
// verify that the sound is still playing
- isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
+ isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED && m_soundObject->GetPlaystate() != SND_INITIAL) ? true : false;
if (isplaying)
{