diff options
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 139 |
1 files changed, 79 insertions, 60 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index b1f86afa4ee..e71928b8cee 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -355,22 +355,26 @@ void BL_ConvertActuators(char* maggiename, if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF) { - SND_SoundObject* sndobj = NULL; + SND_Scene* soundscene = scene->GetSoundScene(); + STR_String samplename = ""; + bool sampleisloaded = false; - if (soundact->sound) - { - SND_Scene* soundscene = scene->GetSoundScene(); - STR_String samplename = soundact->sound->name; + if (soundact->sound) { + /* Need to convert the samplename into absolute path + * before checking if its loaded */ + char fullpath[sizeof(soundact->sound->name)]; - bool sampleisloaded = false; + /* dont modify soundact->sound->name, only change a copy */ + BLI_strncpy(fullpath, soundact->sound->name, sizeof(fullpath)); + BLI_convertstringcode(fullpath, maggiename); + samplename = fullpath; /* let's see if the sample was already loaded */ if (soundscene->IsSampleLoaded(samplename)) { sampleisloaded = true; } - else - { + else { /* if not, make it so */ PackedFile* pf = soundact->sound->newpackedfile; @@ -383,65 +387,80 @@ void BL_ConvertActuators(char* maggiename, /* or else load it from disk */ else { - /* but we need to convert the samplename into absolute pathname first */ - char fullpath[sizeof(soundact->sound->name)]; - - /* dont modify soundact->sound->name, only change a copy */ - BLI_strncpy(fullpath, soundact->sound->name, sizeof(fullpath)); - BLI_convertstringcode(fullpath, maggiename); - samplename = fullpath; - - /* and now we can load it */ - if (soundscene->LoadSample(samplename, NULL, 0) > -1) + if (soundscene->LoadSample(samplename, NULL, 0) > -1) { sampleisloaded = true; + } + else { + std::cout << "WARNING: Sound actuator \"" << bact->name << + "\" from object \"" << blenderobject->id.name+2 << + "\" failed to load sample." << std::endl; + } } } - - if (sampleisloaded) + } else { + std::cout << "WARNING: Sound actuator \"" << bact->name << + "\" from object \"" << blenderobject->id.name+2 << + "\" has no sound datablock." << std::endl; + } + + /* 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) { - sndobj = new SND_SoundObject(); - sndobj->SetSampleName(samplename.Ptr()); - sndobj->SetObjectName(bact->name); - 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); + if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP) + sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL); else - sndobj->SetHighPriority(false); - - if (soundact->sound->flags & SOUND_FLAGS_3D) - sndobj->Set3D(true); - else - sndobj->Set3D(false); - - KX_SoundActuator* tmpsoundact = - new KX_SoundActuator(gameobj, - sndobj, - scene->GetSoundScene(), // needed for replication! - soundActuatorType, - startFrame, - stopFrame); - - tmpsoundact->SetName(bact->name); - baseact = tmpsoundact; - soundscene->AddObject(sndobj); - } else { - std::cout << "WARNING: Sound actuator " << bact->name << " failed to load sample." << std::endl; + sndobj->SetLoopMode(SND_LOOP_NORMAL); + } + else { + 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, + scene->GetSoundScene(), // needed for replication! + soundActuatorType, + startFrame, + stopFrame); + + tmpsoundact->SetName(bact->name); + baseact = tmpsoundact; + soundscene->AddObject(sndobj); } break; } |