[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20803] trunk/blender/source/gameengine/ Ketsji: Sound actuator bug reported by zapman on blenderartist.

Campbell Barton ideasman42 at gmail.com
Thu Jun 11 12:26:53 CEST 2009


Revision: 20803
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20803
Author:   campbellbarton
Date:     2009-06-11 12:26:53 +0200 (Thu, 11 Jun 2009)

Log Message:
-----------
Sound actuator bug reported by zapman on blenderartist.
Negative events would play on an actuator if it hadn't played a sound yet.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
    trunk/blender/source/gameengine/Ketsji/KX_SoundActuator.cpp

Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp	2009-06-11 05:02:46 UTC (rev 20802)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp	2009-06-11 10:26:53 UTC (rev 20803)
@@ -2207,7 +2207,7 @@
 
 PyObject* KX_GameObject::PyGetMesh(PyObject* args)
 {
-	ShowDeprecationWarning("getMesh()", "the meshes property");
+	ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
 	
 	int mesh = 0;
 

Modified: trunk/blender/source/gameengine/Ketsji/KX_SoundActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_SoundActuator.cpp	2009-06-11 05:02:46 UTC (rev 20802)
+++ trunk/blender/source/gameengine/Ketsji/KX_SoundActuator.cpp	2009-06-11 10:26:53 UTC (rev 20803)
@@ -112,7 +112,7 @@
 		return false;
 
 	// actual audio device playing state
-	bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
+	bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED && m_soundObject->GetPlaystate() != SND_INITIAL) ? true : false;
 
 	if (m_pino)
 	{
@@ -194,7 +194,7 @@
 		}
 	}
 	// verify that the sound is still playing
-	isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
+	isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED && m_soundObject->GetPlaystate() != SND_INITIAL) ? true : false;
 
 	if (isplaying)
 	{





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