From c8d0a540f5372850237ac699dce753d7bba9c6df Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Thu, 28 Aug 2008 08:13:58 +0000 Subject: BGE patch: fix division by 0 error when sound sample cannot be loaded in sound actuator. --- .../gameengine/Converter/KX_ConvertActuators.cpp | 78 +++++++++++----------- 1 file changed, 40 insertions(+), 38 deletions(-) (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp') diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 9ec8bdd91fc..7e976beaf44 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; } -- cgit v1.2.3