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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/gameengine/Ketsji/KX_SoundActuator.cpp
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/gameengine/Ketsji/KX_SoundActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index eb1a13f672d..eb75e4944a7 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -224,14 +224,14 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
{
KX_GameObject* obj = (KX_GameObject*)this->GetParent();
AUD_Vector3 v;
- AUD_Quaternion q;
+ float q[4];
obj->NodeGetWorldPosition().getValue(v.get());
handle3d->setSourceLocation(v);
obj->GetLinearVelocity().getValue(v.get());
handle3d->setSourceVelocity(v);
- obj->NodeGetWorldOrientation().getRotation().getValue(q.get());
- handle3d->setSourceOrientation(q);
+ obj->NodeGetWorldOrientation().getRotation().getValue(q);
+ handle3d->setSourceOrientation(AUD_Quaternion(q[3], q[0], q[1], q[2]));
}
result = true;
}