diff options
author | Joerg Mueller <nexyon@gmail.com> | 2011-08-07 15:54:58 +0400 |
---|---|---|
committer | Joerg Mueller <nexyon@gmail.com> | 2011-08-07 15:54:58 +0400 |
commit | 2d884fc035d403d43c7a18e3e61cd56ccdfbec2b (patch) | |
tree | 2548dcfbb52370618d1f255f57e65bcf1cbb49a4 /source/gameengine/Ketsji/KX_SoundActuator.h | |
parent | 4370099fb0bc1bdd21f78b14a91a1d8eb76e1bc1 (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/Ketsji/KX_SoundActuator.h')
-rw-r--r-- | source/gameengine/Ketsji/KX_SoundActuator.h | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.h b/source/gameengine/Ketsji/KX_SoundActuator.h index 395064b66be..b1161e0cad2 100644 --- a/source/gameengine/Ketsji/KX_SoundActuator.h +++ b/source/gameengine/Ketsji/KX_SoundActuator.h @@ -38,6 +38,9 @@ #ifdef WITH_AUDASPACE # include "AUD_C-API.h" +# include "AUD_Reference.h" +# include "AUD_IFactory.h" +# include "AUD_IHandle.h" #endif #include "BKE_sound.h" @@ -58,12 +61,12 @@ class KX_SoundActuator : public SCA_IActuator { Py_Header; bool m_isplaying; - AUD_Sound* m_sound; + AUD_Reference<AUD_IFactory> m_sound; float m_volume; float m_pitch; bool m_is3d; KX_3DSoundSettings m_3d; - AUD_Handle* m_handle; + AUD_Reference<AUD_IHandle> m_handle; void play(); @@ -84,7 +87,7 @@ public: KX_SOUNDACT_TYPE m_type; KX_SoundActuator(SCA_IObject* gameobj, - AUD_Sound* sound, + AUD_Reference<AUD_IFactory> sound, float volume, float pitch, bool is3d, |