[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39796] trunk/blender: Fix for [#25062] Sound Actuator - Positional Audio.

Joerg Mueller nexyon at gmail.com
Tue Aug 30 12:09:10 CEST 2011


Revision: 39796
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39796
Author:   nexyon
Date:     2011-08-30 10:09:10 +0000 (Tue, 30 Aug 2011)
Log Message:
-----------
Fix for [#25062] Sound Actuator - Positional Audio.

Now all sounds that are not mono but have 3D checked automatically get reduced to mono during BGE conversion time.
Also removed the now unneeded function sound_get_channels and added a missing header file to audaspace's CMakeLists.txt.

Modified Paths:
--------------
    trunk/blender/intern/audaspace/CMakeLists.txt
    trunk/blender/source/blender/blenkernel/BKE_sound.h
    trunk/blender/source/blender/blenkernel/intern/sound.c
    trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp

Modified: trunk/blender/intern/audaspace/CMakeLists.txt
===================================================================
--- trunk/blender/intern/audaspace/CMakeLists.txt	2011-08-30 10:07:50 UTC (rev 39795)
+++ trunk/blender/intern/audaspace/CMakeLists.txt	2011-08-30 10:09:10 UTC (rev 39796)
@@ -116,6 +116,7 @@
 	intern/AUD_ReadDevice.h
 	intern/AUD_Reference.h
 	intern/AUD_ReferenceHandler.cpp
+	intern/AUD_ResampleFactory.h
 	intern/AUD_ResampleReader.cpp
 	intern/AUD_ResampleReader.h
 	intern/AUD_SequencerEntry.cpp

Modified: trunk/blender/source/blender/blenkernel/BKE_sound.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_sound.h	2011-08-30 10:07:50 UTC (rev 39795)
+++ trunk/blender/source/blender/blenkernel/BKE_sound.h	2011-08-30 10:09:10 UTC (rev 39796)
@@ -134,8 +134,6 @@
 
 void sound_read_waveform(struct bSound* sound);
 
-int sound_get_channels(struct bSound* sound);
-
 void sound_update_scene(struct Scene* scene);
 
 void* sound_get_factory(void* sound);

Modified: trunk/blender/source/blender/blenkernel/intern/sound.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/sound.c	2011-08-30 10:07:50 UTC (rev 39795)
+++ trunk/blender/source/blender/blenkernel/intern/sound.c	2011-08-30 10:09:10 UTC (rev 39796)
@@ -641,15 +641,6 @@
 	}
 }
 
-int sound_get_channels(struct bSound* sound)
-{
-	AUD_SoundInfo info;
-
-	info = AUD_getInfo(sound->playback_handle);
-
-	return info.specs.channels;
-}
-
 void sound_update_scene(struct Scene* scene)
 {
 	Object* ob;
@@ -769,6 +760,5 @@
 float sound_sync_scene(struct Scene *UNUSED(scene)) { return 0.0f; }
 int sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
 int sound_read_sound_buffer(struct bSound* UNUSED(sound), float* UNUSED(buffer), int UNUSED(length), float UNUSED(start), float UNUSED(end)) { return 0; }
-int sound_get_channels(struct bSound* UNUSED(sound)) { return 1; }
 
 #endif // WITH_AUDASPACE

Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp	2011-08-30 10:07:50 UTC (rev 39795)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp	2011-08-30 10:09:10 UTC (rev 39796)
@@ -46,6 +46,7 @@
 
 #ifdef WITH_AUDASPACE
 #  include "AUD_C-API.h"
+#  include "AUD_ChannelMapperFactory.h"
 #endif
 
 // Actuators
@@ -406,7 +407,23 @@
 										"\" has no sound datablock." << std::endl;
 					}
 					else
+					{
 						snd_sound = *reinterpret_cast<AUD_Reference<AUD_IFactory>*>(sound->playback_handle);
+
+						// if sound shall be 3D but isn't mono, we have to make it mono!
+						if(is3d)
+						{
+							AUD_Reference<AUD_IReader> reader = snd_sound->createReader();
+							if(reader->getSpecs().channels != AUD_CHANNELS_MONO)
+							{
+								AUD_DeviceSpecs specs;
+								specs.channels = AUD_CHANNELS_MONO;
+								specs.rate = AUD_RATE_INVALID;
+								specs.format = AUD_FORMAT_INVALID;
+								snd_sound = new AUD_ChannelMapperFactory(snd_sound, specs);
+							}
+						}
+					}
 					KX_SoundActuator* tmpsoundact =
 						new KX_SoundActuator(gameobj,
 						snd_sound,




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