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authorJoerg Mueller <nexyon@gmail.com>2013-08-15 01:21:00 +0400
committerJoerg Mueller <nexyon@gmail.com>2013-08-15 01:21:00 +0400
commitc8f75fb5b1918a13a722ed39bb8cace1ee5b58b8 (patch)
treeb2439e74b81c952801ef4c5615562d106792def1 /source/gameengine
parent9e42f76bab4a5ee766e4fe09bd9c9b3579e3da8d (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.cpp2
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&)
{