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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp78
1 files changed, 40 insertions, 38 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 7771d710e46..321fc325bb8 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -406,50 +406,51 @@ void BL_ConvertActuators(char* maggiename,
/* Note, allowing actuators for sounds that are not there was added since 2.47
* This is because python may expect the actuator and raise an exception if it dosnt find it
* better just to add a dummy sound actuator. */
- /*if (sampleisloaded)*/
-
- /* setup the SND_SoundObject */
- SND_SoundObject* sndobj = new SND_SoundObject();
- sndobj->SetSampleName(samplename.Ptr());
- sndobj->SetObjectName(bact->name);
- if (soundact->sound) {
- sndobj->SetRollOffFactor(soundact->sound->attenuation);
- sndobj->SetGain(soundact->sound->volume);
- sndobj->SetPitch(exp((soundact->sound->pitch / 12.0) * log(2.0)));
- // sndobj->SetLoopStart(soundact->sound->loopstart);
- // sndobj->SetLoopStart(soundact->sound->loopend);
- if (soundact->sound->flags & SOUND_FLAGS_LOOP)
- {
- if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP)
- sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
+ SND_SoundObject* sndobj = NULL;
+ if (sampleisloaded)
+ {
+ /* setup the SND_SoundObject */
+ sndobj = new SND_SoundObject();
+ sndobj->SetSampleName(samplename.Ptr());
+ sndobj->SetObjectName(bact->name);
+ if (soundact->sound) {
+ sndobj->SetRollOffFactor(soundact->sound->attenuation);
+ sndobj->SetGain(soundact->sound->volume);
+ sndobj->SetPitch(exp((soundact->sound->pitch / 12.0) * log(2.0)));
+ // sndobj->SetLoopStart(soundact->sound->loopstart);
+ // sndobj->SetLoopStart(soundact->sound->loopend);
+ if (soundact->sound->flags & SOUND_FLAGS_LOOP)
+ {
+ if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP)
+ sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
+ else
+ sndobj->SetLoopMode(SND_LOOP_NORMAL);
+ }
+ else {
+ sndobj->SetLoopMode(SND_LOOP_OFF);
+ }
+
+ if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
+ sndobj->SetHighPriority(true);
else
- sndobj->SetLoopMode(SND_LOOP_NORMAL);
+ sndobj->SetHighPriority(false);
+
+ if (soundact->sound->flags & SOUND_FLAGS_3D)
+ sndobj->Set3D(true);
+ else
+ sndobj->Set3D(false);
}
else {
+ /* dummy values for a NULL sound
+ * see editsound.c - defaults are unlikely to change soon */
+ sndobj->SetRollOffFactor(1.0);
+ sndobj->SetGain(1.0);
+ sndobj->SetPitch(1.0);
sndobj->SetLoopMode(SND_LOOP_OFF);
- }
-
- if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
- sndobj->SetHighPriority(true);
- else
sndobj->SetHighPriority(false);
-
- if (soundact->sound->flags & SOUND_FLAGS_3D)
- sndobj->Set3D(true);
- else
sndobj->Set3D(false);
+ }
}
- else {
- /* dummy values for a NULL sound
- * see editsound.c - defaults are unlikely to change soon */
- sndobj->SetRollOffFactor(1.0);
- sndobj->SetGain(1.0);
- sndobj->SetPitch(1.0);
- sndobj->SetLoopMode(SND_LOOP_OFF);
- sndobj->SetHighPriority(false);
- sndobj->Set3D(false);
- }
-
KX_SoundActuator* tmpsoundact =
new KX_SoundActuator(gameobj,
sndobj,
@@ -460,7 +461,8 @@ void BL_ConvertActuators(char* maggiename,
tmpsoundact->SetName(bact->name);
baseact = tmpsoundact;
- soundscene->AddObject(sndobj);
+ if (sndobj)
+ soundscene->AddObject(sndobj);
}
break;
}