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authorJoerg Mueller <nexyon@gmail.com>2010-02-08 02:41:17 +0300
committerJoerg Mueller <nexyon@gmail.com>2010-02-08 02:41:17 +0300
commit9827a3e9eac70f68db6dc16d03016c51b7ece3f0 (patch)
tree8825b454008d3b97a64018884c179ea94874af44 /source/gameengine
parent2f72b91a54faa7cfbdfd97eff608c8911df1d221 (diff)
2.5 Audio:
- recode of the whole sequencer audio handling - encode audio flag removed, instead you choose None as audio codec, added None for video codec too - ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav - sequencer wave drawing - volume animation (now also working when mixing down to a file!) - made sequencer strip position and length values unanimatable
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index a0645476063..29332effa29 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -394,7 +394,7 @@ void BL_ConvertActuators(char* maggiename,
"\" has no sound datablock." << std::endl;
}
else
- snd_sound = sound->cache ? sound->cache : sound->handle;
+ snd_sound = sound->playback_handle;
KX_SoundActuator* tmpsoundact =
new KX_SoundActuator(gameobj,
snd_sound,
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 40d2339b816..bf7d890f53b 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -187,7 +187,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
// stop the looping so that the sound stops when it finished
- AUD_stopLoop(m_handle);
+ AUD_setLoop(m_handle, 0, -1);
break;
}
default: