[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22294] branches/soundsystem: Sound Branch :
Jörg Müller
nexyon at gmail.com
Fri Aug 7 11:38:24 CEST 2009
Revision: 22294
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22294
Author: nexyon
Date: 2009-08-07 11:38:24 +0200 (Fri, 07 Aug 2009)
Log Message:
-----------
Sound Branch:
* Added some documentation.
* Fixed the loading of sounds from libraries.
Modified Paths:
--------------
branches/soundsystem/intern/audaspace/intern/AUD_IDevice.h
branches/soundsystem/source/blender/blenkernel/intern/sound.c
branches/soundsystem/source/gameengine/Ketsji/KX_SoundActuator.cpp
Modified: branches/soundsystem/intern/audaspace/intern/AUD_IDevice.h
===================================================================
--- branches/soundsystem/intern/audaspace/intern/AUD_IDevice.h 2009-08-07 05:35:48 UTC (rev 22293)
+++ branches/soundsystem/intern/audaspace/intern/AUD_IDevice.h 2009-08-07 09:38:24 UTC (rev 22294)
@@ -86,7 +86,8 @@
virtual bool resume(AUD_Handle* handle)=0;
/**
- * Stops a played back or paused sound.
+ * Stops a played back or paused sound. The handle is definitely invalid
+ * afterwards.
* \param handle The handle returned by the play function.
* \return
* - true if the sound has been stopped.
Modified: branches/soundsystem/source/blender/blenkernel/intern/sound.c
===================================================================
--- branches/soundsystem/source/blender/blenkernel/intern/sound.c 2009-08-07 05:35:48 UTC (rev 22293)
+++ branches/soundsystem/source/blender/blenkernel/intern/sound.c 2009-08-07 09:38:24 UTC (rev 22294)
@@ -192,14 +192,21 @@
case SOUND_TYPE_FILE:
{
char fullpath[FILE_MAX];
+ char *path;
/* load sound */
PackedFile* pf = sound->packedfile;
/* dont modify soundact->sound->name, only change a copy */
BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
- BLI_convertstringcode(fullpath, G.sce);
+ if(sound->id.lib)
+ path = sound->id.lib->filename;
+ else
+ path = G.sce;
+
+ BLI_convertstringcode(fullpath, path);
+
/* but we need a packed file then */
if (pf)
sound->snd_sound = AUD_loadBuffer((unsigned char*) pf->data, pf->size);
Modified: branches/soundsystem/source/gameengine/Ketsji/KX_SoundActuator.cpp
===================================================================
--- branches/soundsystem/source/gameengine/Ketsji/KX_SoundActuator.cpp 2009-08-07 05:35:48 UTC (rev 22293)
+++ branches/soundsystem/source/gameengine/Ketsji/KX_SoundActuator.cpp 2009-08-07 09:38:24 UTC (rev 22294)
@@ -80,7 +80,9 @@
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 @@
{
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 @@
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 @@
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 @@
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 @@
((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;
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