Audaspace: name fixes and external library update.

This commit is contained in:
Joerg Mueller 2015-04-21 15:20:19 +02:00
parent 009bb9e5c9
commit f700c1f3a8
5 changed files with 10 additions and 9 deletions

View File

@ -33,7 +33,7 @@
#include <audaspace/python/PyAPI.h>
extern "C" {
extern void *sound_get_factory(void *sound);
extern void *BKE_sound_get_factory(void *sound);
}
static PyObject *AUD_getSoundFromPointer(PyObject *self, PyObject *args)
@ -42,7 +42,7 @@ static PyObject *AUD_getSoundFromPointer(PyObject *self, PyObject *args)
if (PyArg_Parse(args, "l:_sound_from_pointer", &lptr)) {
if (lptr) {
AUD_Sound* sound = sound_get_factory((void *) lptr);
AUD_Sound* sound = BKE_sound_get_factory((void *) lptr);
if (sound) {
Sound *obj = (Sound *)Sound_empty();

View File

@ -182,7 +182,7 @@ void BKE_sound_init_once(void)
static AUD_Device* sound_device;
void* sound_get_device(void)
void* BKE_sound_get_device(void)
{
return sound_device;
}

View File

@ -505,7 +505,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_Device* device = sound_get_device();
AUD_Device* device = BKE_sound_get_device();
AUD_Device_setSpeedOfSound(device, scene->audio.speed_of_sound);
AUD_Device_setDopplerFactor(device, scene->audio.doppler_factor);
AUD_Device_setDistanceModel(device, AUD_DistanceModel(scene->audio.distance_model));
@ -675,7 +675,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
}
// stop all remaining playing sounds
AUD_Device_stopAll(sound_get_device());
AUD_Device_stopAll(BKE_sound_get_device());
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);

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@ -748,9 +748,10 @@ bool GPG_Application::startEngine(void)
m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_setSpeedOfSound(m_startScene->audio.speed_of_sound);
AUD_setDopplerFactor(m_startScene->audio.doppler_factor);
AUD_setDistanceModel(AUD_DistanceModel(m_startScene->audio.distance_model));
AUD_Device* device = BKE_sound_get_device();
AUD_Device_setSpeedOfSound(device, m_startScene->audio.speed_of_sound);
AUD_Device_setDopplerFactor(device, m_startScene->audio.doppler_factor);
AUD_Device_setDistanceModel(device, AUD_DistanceModel(m_startScene->audio.distance_model));
#ifdef WITH_PYTHON
// Set the GameLogic.globalDict from marshal'd data, so we can

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@ -122,7 +122,7 @@ void KX_SoundActuator::play()
break;
}
//m_handle = AUD_Device_play(sound_get_device(), sound, false);
//m_handle = AUD_Device_play(BKE_sound_get_device(), sound, false);
// in case of pingpong, we have to free the sound
if(sound != m_sound)