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Diffstat (limited to 'source/gameengine/Ketsji/KX_SoundActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp17
1 files changed, 17 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 8ef035c0b53..db1788629ed 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -80,7 +80,9 @@ void KX_SoundActuator::play()
if(!m_sound)
return;
+ // this is the sound that will be played and not deleted afterwards
AUD_Sound* sound = m_sound;
+ // this sounds are for temporary stacked sounds, will be deleted if not NULL
AUD_Sound* sound2 = NULL;
AUD_Sound* sound3 = NULL;
@@ -88,11 +90,14 @@ void KX_SoundActuator::play()
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
+ // create a ping pong sound on sound2 stacked on the orignal sound
sound2 = AUD_pingpongSound(sound);
+ // create a loop sound on sound3 stacked on the pingpong sound and let that one play (save it to sound)
sound = sound3 = AUD_loopSound(sound2);
break;
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
+ // create a loop sound on sound2 stacked on the pingpong sound and let that one play (save it to sound)
sound = sound2 = AUD_loopSound(sound);
break;
case KX_SOUNDACT_PLAYSTOP:
@@ -103,6 +108,7 @@ void KX_SoundActuator::play()
if(m_is3d)
{
+ // sound shall be played 3D
m_handle = AUD_play3D(sound, 0);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_MAX_GAIN, m_3d.max_gain);
@@ -121,6 +127,8 @@ void KX_SoundActuator::play()
AUD_setSoundVolume(m_handle, m_volume);
m_isplaying = true;
+ // now we unload the pingpong and loop sounds, as we don't need them anymore
+ // the started sound will continue playing like it was created, don't worry!
if(sound3)
AUD_unload(sound3);
if(sound2)
@@ -169,16 +177,19 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
case KX_SOUNDACT_LOOPSTOP:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
+ // stop immediately
AUD_stop(m_handle);
break;
}
case KX_SOUNDACT_PLAYEND:
{
+ // do nothing, sound will stop anyway when it's finished
break;
}
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
+ // stop the looping so that the sound stops when it finished
AUD_stopLoop(m_handle);
break;
}
@@ -217,6 +228,12 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
((KX_GameObject*)this->GetParent())->GetLinearVelocity().getValue(data.velocity);
((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation().getValue3x3(data.orientation);
+ /*
+ * The 3D data from blender has to be transformed for OpenAL:
+ * - In blender z is up and y is forwards
+ * - In OpenAL y is up and z is backwards
+ * We have to do that for all 5 vectors.
+ */
f = data.position[1];
data.position[1] = data.position[2];
data.position[2] = -f;