Audaspace: name fixes and external library update.
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@ -33,7 +33,7 @@
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#include <audaspace/python/PyAPI.h>
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extern "C" {
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extern void *sound_get_factory(void *sound);
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extern void *BKE_sound_get_factory(void *sound);
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}
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static PyObject *AUD_getSoundFromPointer(PyObject *self, PyObject *args)
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@ -42,7 +42,7 @@ static PyObject *AUD_getSoundFromPointer(PyObject *self, PyObject *args)
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if (PyArg_Parse(args, "l:_sound_from_pointer", &lptr)) {
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if (lptr) {
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AUD_Sound* sound = sound_get_factory((void *) lptr);
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AUD_Sound* sound = BKE_sound_get_factory((void *) lptr);
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if (sound) {
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Sound *obj = (Sound *)Sound_empty();
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@ -182,7 +182,7 @@ void BKE_sound_init_once(void)
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static AUD_Device* sound_device;
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void* sound_get_device(void)
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void* BKE_sound_get_device(void)
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{
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return sound_device;
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}
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@ -505,7 +505,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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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);
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// initialize 3D Audio Settings
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AUD_Device* device = sound_get_device();
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AUD_Device* device = BKE_sound_get_device();
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AUD_Device_setSpeedOfSound(device, scene->audio.speed_of_sound);
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AUD_Device_setDopplerFactor(device, scene->audio.doppler_factor);
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AUD_Device_setDistanceModel(device, AUD_DistanceModel(scene->audio.distance_model));
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@ -675,7 +675,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
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}
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// stop all remaining playing sounds
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AUD_Device_stopAll(sound_get_device());
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AUD_Device_stopAll(BKE_sound_get_device());
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} 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)
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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);
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// initialize 3D Audio Settings
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AUD_setSpeedOfSound(m_startScene->audio.speed_of_sound);
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AUD_setDopplerFactor(m_startScene->audio.doppler_factor);
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AUD_setDistanceModel(AUD_DistanceModel(m_startScene->audio.distance_model));
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AUD_Device* device = BKE_sound_get_device();
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AUD_Device_setSpeedOfSound(device, m_startScene->audio.speed_of_sound);
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AUD_Device_setDopplerFactor(device, m_startScene->audio.doppler_factor);
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AUD_Device_setDistanceModel(device, AUD_DistanceModel(m_startScene->audio.distance_model));
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#ifdef WITH_PYTHON
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// Set the GameLogic.globalDict from marshal'd data, so we can
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@ -122,7 +122,7 @@ void KX_SoundActuator::play()
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break;
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}
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//m_handle = AUD_Device_play(sound_get_device(), sound, false);
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//m_handle = AUD_Device_play(BKE_sound_get_device(), sound, false);
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// in case of pingpong, we have to free the sound
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if(sound != m_sound)
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