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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