[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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