Commit Graph

79 Commits

Author SHA1 Message Date
Jorge Bernal
0c19a043e8 BGE Ketsji clean-up: double-promotion warnings 2015-12-16 01:53:48 +01:00
Campbell Barton
e32430df34 Fix T46458: BGE Crash on load
regression from 96dd213e7
2015-10-13 08:43:41 +11:00
Jörg Müller
4cf92c4831 Aduaspace: fixing playback in the game engine. 2015-08-02 11:27:02 +02:00
Jörg Müller
a0cbebf404 Audaspace: fixing problems for the merge to master suggested by Campbell and Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
2015-07-28 14:01:53 +02:00
Jörg Müller
f700c1f3a8 Audaspace: name fixes and external library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
8528d76dad Audaspace: external audaspace library update. 2015-07-28 14:01:52 +02:00
Jörg Müller
733073550f Audaspace: use standalone library.
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
2015-07-28 14:01:52 +02:00
Jörg Müller
96dd213e7e Audaspace: preparing to use standalone library.
- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28 14:01:52 +02:00
Campbell Barton
91a24654dd Code Cleanup: whitespace / formatting 2013-11-24 15:23:38 +11:00
Joerg Mueller
c8f75fb5b1 Adding a new state for sound handles in audaspace: stopped.
Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
2013-08-14 21:21:00 +00:00
Brecht Van Lommel
faaee15407 Fix part of #34083: crash trying to play surround .wav file in the game engine
on Windows, it still doesn't play but it doesn't crash at least.
2013-02-07 21:29:31 +00:00
Joerg Mueller
5a8d5f77af Audaspace:
Replacing AUD_Reference with boost::shared_ptr.
2012-11-05 14:24:35 +00:00
Campbell Barton
d599b643b7 style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
21bf13989f code cleanup: remove Python.h include from blenkernel. 2012-07-04 20:13:39 +00:00
Campbell Barton
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
Joerg Mueller
697b494a30 Fix for #30336: Couldn't playback from Python without having played back via logic bricks once.
Thanks Colin Nickerson for reporting.
2012-02-24 19:34:29 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Joerg Mueller
813d09cb59 BGE fix: ignore sounds that cannot be opened instead of crashing. ;-) 2011-09-06 21:02:26 +00:00
Joerg Mueller
a71c215f22 3D Audio GSoC:
Final GSoC commit.

* Bugfix: Negative frames crashed
* Bugfix: JOS sample buffer size prediction error (wasted memory)
* Optimisation: for JOS upsampling (around 12 % difference measured here)
* Optimisation: Better filter for JOS resampling
* Bugfix: Error in relative 3D audio code.
* Removed Attenuation
* Bugfix: Multiple scenes in BGE lead to errors, BGE audio now all relative, to support multiple scenes.
2011-08-22 18:59:56 +00:00
Joerg Mueller
a458de88b6 3D Audio GSoC:
High quality resampling on mixdown, linear for playback.

* Lots of improvements and fixes for the JOS resampler, now it works fine!
* High quality filter coefficients for the JOS resampler (sorry for the 5 MB source file).
* Fix for GE orientation bug. Note: moto uses x,y,z,w quaternion storage, while rest of blender uses w,x,y,z.
* Minor changes/fixes.
2011-08-15 21:50:09 +00:00
Joerg Mueller
2d884fc035 3D Audio GSoC:
* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8
* Fixed orientation retrieval in OpenAL device code.
* Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit
* Changed BGE to use audaspace via native C++ instead over the C API.
* Made AUD_SequencerFactory and AUD_SequencerEntry thread safe.
* Changed sound caching into a flag which fixes problems on file loading, especially with undo.
* Removed unused parameter from sound_mute_scene_sound
* Fixed bug: changing FPS didn't update the sequencer sound positions.
* Fixed bug: Properties of sequencer strips weren't set correctly.
* Minor warning fixes.
2011-08-07 11:54:58 +00:00
Joerg Mueller
1193be6eaa 3D Audio GSoC:
* Reviewed and improved the linear resampler. Now it should work pretty good also for special cases that caused errors previously.
* Fixed a crash in the GE when a sound actuator doesn't have a sound assigned.
* Corrected the OpenAL device's threading code. This is a bugfix for #27913, thanks to Juha Mäki-Kanto for helping to resolve this.
2011-07-23 15:59:10 +00:00
Joerg Mueller
413bc87e4f Merge with trunk r37757. 2011-06-23 17:30:56 +00:00
Campbell Barton
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
Joerg Mueller
044887b5a4 3D Audio GSoC:
- Created Handle classes
- Changed Reference counting completely
- Fixing some streaming bugs
- Completely disabled OpenAL Buffered Factories (they were unused anyway)
2011-06-21 20:21:43 +00:00
Joerg Mueller
a90d30c863 3D Audio GSoC:
GameEngine Python access sound actuator's sound (with setting! :-D).
2011-06-16 09:13:29 +00:00
Nathan Letwory
bb6e7faf72 doxygen: gameengine/Ketsji tagged. 2011-02-25 13:35:59 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Campbell Barton
0876fce009 rename and negate DISABLE_PYTHON --> WITH_PYTHON 2010-10-31 04:11:39 +00:00
Joerg Mueller
a3837b617b Audaspace: Fixing quaternion and relativeness of 3D sounds error. 2010-08-16 14:55:45 +00:00
Joerg Mueller
5c9cf81cf9 Audaspace:
* Fixed some compiler warnings
* Implemented device looping
* Note: Scrubbing in the sequencer is broken atm
2010-07-31 10:03:08 +00:00
Joerg Mueller
c59b930d13 Audaspace: Refactored the complete 3D Device code giving a nicer API. 2010-07-30 22:20:08 +00:00
Campbell Barton
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
Campbell Barton
392e1da179 bugfix and cleanup
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
2010-04-17 15:47:00 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Joerg Mueller
9827a3e9ea 2.5 Audio:
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
2010-02-07 23:41:17 +00:00
Dalai Felinto
f7a24a25ba BGE: Sound Actuator API
act.time can set the sound position (float in seconds)
act.is3D RO gives you the dimension of the audio
act.minGain3D, maxGain3D ... set the 3D parameters of the sound

** PyDoc to be done. Jörg Müller (NeXyon) do you want to document them? The file is here:
//source/gameengine/PyDoc/GameTypes.py


+ adding a missing \n to KX_Scene.cpp. (kind of typo)
2010-02-05 00:51:32 +00:00
Campbell Barton
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
Benoit Bolsee
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
Campbell Barton
0a23895f95 remove all python api functions deprecated in 2.49 2009-08-25 22:51:18 +00:00
Joerg Mueller
a27cc1adf0 2.5 audio cleanup:
* Removed CD Actuator
* Removed bSample and bSoundListener
* Removed SoundSystem
* Removed -noaudio parameter
2009-08-10 15:39:11 +00:00
Campbell Barton
7440fee85c remove python2.x support 2009-08-10 00:07:34 +00:00
Joerg Mueller
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
Campbell Barton
1b14243405 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20937:21899
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging

source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
2009-07-25 20:59:09 +00:00
Campbell Barton
9a7ea9664e BGE PyAPI support for subclassing any BGE game type from python, scripters define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.

# ----
class myPlayer(GameTypes.KX_GameObject):
  def die(self):
    # ... do stuff ...
    self.endObject()

# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()

# ----

One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29 12:06:46 +00:00
Campbell Barton
c50bbe5ae7 BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.x 2009-06-29 02:25:54 +00:00
Campbell Barton
6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00
Campbell Barton
95335af1b9 fix for a bug reported by zapman on blenderartist.
De-activating a loop-end actuator didnt work (it kept looping).
Looked into this further and it turns out that the actuators run with both positive and negative events false, the sound actuator assumes because its not negative that its a positive event and plays the sound anyway.

Fix by checking that its a positive event before playing.

The size limit on the message actuator was 100 which broke some scripts, set to 16384 instead.
2009-06-17 12:32:28 +00:00
Campbell Barton
a543a1549e Sound actuator bug reported by zapman on blenderartist.
Negative events would play on an actuator if it hadn't played a sound yet.
2009-06-11 10:26:53 +00:00