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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