[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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