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authorBenoit Bolsee <benoit.bolsee@online.be>2008-10-09 10:06:11 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-10-09 10:06:11 +0400
commit9ca5b78d1ad13a54f2649a7ed4287435c6727de6 (patch)
tree89cd0ffe81be16ca2fac557b15398573f0df7256 /source/gameengine/Ketsji/KX_SoundActuator.cpp
parent4bd7fa9e2e213c92793a9febb6a3f5ca35704a0f (diff)
BGE bug fix: fix several bugs and inconsistencies in sound actuator:
- support stopping of loop sound - support stopping by python - keep state of actuator in sync with audio device. The lack of state sync was causing several other problems: - actuator stop playing the sound - sound chopped before the end - not possible to pause sound
Diffstat (limited to 'source/gameengine/Ketsji/KX_SoundActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp58
1 files changed, 39 insertions, 19 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index f75a1ee5c62..afa5af3bc04 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -110,6 +110,9 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
if (!m_soundObject)
return false;
+ // actual audio device playing state
+ bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
+
if (m_pino)
{
bNegativeEvent = true;
@@ -119,30 +122,40 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
if (bNegativeEvent)
{
// here must be a check if it is still playing
- m_isplaying = false;
-
- switch (m_type)
+ if (m_isplaying && isplaying)
{
- case KX_SOUNDACT_PLAYSTOP:
- case KX_SOUNDACT_LOOPSTOP:
- case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
- {
- m_soundScene->RemoveActiveObject(m_soundObject);
- break;
- }
- case KX_SOUNDACT_PLAYEND:
+ switch (m_type)
{
- m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
+ case KX_SOUNDACT_PLAYSTOP:
+ case KX_SOUNDACT_LOOPSTOP:
+ case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
+ {
+ m_soundScene->RemoveActiveObject(m_soundObject);
+ break;
+ }
+ case KX_SOUNDACT_PLAYEND:
+ {
+ m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
+ break;
+ }
+ case KX_SOUNDACT_LOOPEND:
+ case KX_SOUNDACT_LOOPBIDIRECTIONAL:
+ {
+ m_soundObject->SetLoopMode(SND_LOOP_OFF);
+ m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
+ break;
+ }
+ default:
+ // implement me !!
break;
}
- default:
- // implement me !!
- break;
}
+ // remember that we tried to stop the actuator
+ m_isplaying = false;
}
else
{
- if (m_soundObject && !m_isplaying)
+ if (!m_isplaying)
{
switch (m_type)
{
@@ -179,8 +192,10 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
}
}
}
+ // verify that the sound is still playing
+ isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
- if (m_isplaying)
+ if (isplaying)
{
m_soundObject->SetPosition(((KX_GameObject*)this->GetParent())->NodeGetWorldPosition());
m_soundObject->SetVelocity(((KX_GameObject*)this->GetParent())->GetLinearVelocity());
@@ -189,14 +204,15 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
}
else
{
+ m_isplaying = false;
result = false;
}
-
+ /*
if (result && (m_soundObject->IsLifeSpanOver(curtime)) && ((m_type == KX_SOUNDACT_PLAYEND) || (m_type == KX_SOUNDACT_PLAYSTOP)))
{
m_pino = true;
}
-
+ */
return result;
}
@@ -312,6 +328,9 @@ PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObje
PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObject* kwds)
{
if (m_soundObject)
+ // This has no effect if the actuator is not active.
+ // To start the sound you must activate the actuator.
+ // This function is to restart the sound.
m_soundObject->StartSound();
Py_Return;
}
@@ -321,6 +340,7 @@ PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObjec
PyObject* KX_SoundActuator::PyPauseSound(PyObject* self, PyObject* args, PyObject* kwds)
{
if (m_soundObject)
+ // unfortunately, openal does not implement pause correctly, it is equivalent to a stop
m_soundObject->PauseSound();
Py_Return;
}