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author | Joerg Mueller <nexyon@gmail.com> | 2013-08-15 01:21:00 +0400 |
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committer | Joerg Mueller <nexyon@gmail.com> | 2013-08-15 01:21:00 +0400 |
commit | c8f75fb5b1918a13a722ed39bb8cace1ee5b58b8 (patch) | |
tree | b2439e74b81c952801ef4c5615562d106792def1 /source/gameengine | |
parent | 9e42f76bab4a5ee766e4fe09bd9c9b3579e3da8d (diff) |
Adding a new state for sound handles in audaspace: stopped.
Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/KX_SoundActuator.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp index 5438ae5a97c..3a4b1d82946 100644 --- a/source/gameengine/Ketsji/KX_SoundActuator.cpp +++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp @@ -109,7 +109,7 @@ void KX_SoundActuator::play() try { - m_handle = AUD_getDevice()->play(sound, 0); + m_handle = AUD_getDevice()->play(sound); } catch(AUD_Exception&) { |