forked from bartvdbraak/blender
545 lines
16 KiB
C++
545 lines
16 KiB
C++
/**
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* KX_SoundActuator.cpp
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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#include "KX_SoundActuator.h"
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#include "KX_GameObject.h"
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#include "KX_PyMath.h" // needed for PyObjectFrom()
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#include <iostream>
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
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AUD_Sound* sound,
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float volume,
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float pitch,
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bool is3d,
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KX_3DSoundSettings settings,
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KX_SOUNDACT_TYPE type)//,
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: SCA_IActuator(gameobj, KX_ACT_SOUND)
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{
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m_sound = sound;
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m_volume = volume;
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m_pitch = pitch;
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m_is3d = is3d;
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m_3d = settings;
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m_handle = NULL;
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m_type = type;
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m_isplaying = false;
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}
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KX_SoundActuator::~KX_SoundActuator()
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{
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if(m_handle)
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AUD_stop(m_handle);
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}
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void KX_SoundActuator::play()
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{
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if(m_handle)
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AUD_stop(m_handle);
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if(!m_sound)
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return;
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// this is the sound that will be played and not deleted afterwards
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AUD_Sound* sound = m_sound;
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// this sounds are for temporary stacked sounds, will be deleted if not NULL
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AUD_Sound* sound2 = NULL;
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AUD_Sound* sound3 = NULL;
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switch (m_type)
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{
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case KX_SOUNDACT_LOOPBIDIRECTIONAL:
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case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
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// create a ping pong sound on sound2 stacked on the orignal sound
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sound2 = AUD_pingpongSound(sound);
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// create a loop sound on sound3 stacked on the pingpong sound and let that one play (save it to sound)
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sound = sound3 = AUD_loopSound(sound2);
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break;
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case KX_SOUNDACT_LOOPEND:
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case KX_SOUNDACT_LOOPSTOP:
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// create a loop sound on sound2 stacked on the pingpong sound and let that one play (save it to sound)
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sound = sound2 = AUD_loopSound(sound);
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break;
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case KX_SOUNDACT_PLAYSTOP:
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case KX_SOUNDACT_PLAYEND:
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default:
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break;
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}
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if(m_is3d)
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{
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// sound shall be played 3D
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m_handle = AUD_play3D(sound, 0);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_MAX_GAIN, m_3d.max_gain);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_MIN_GAIN, m_3d.min_gain);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_REFERENCE_DISTANCE, m_3d.reference_distance);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_MAX_DISTANCE, m_3d.max_distance);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_ROLLOFF_FACTOR, m_3d.rolloff_factor);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_CONE_INNER_ANGLE, m_3d.cone_inner_angle);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_CONE_OUTER_ANGLE, m_3d.cone_outer_angle);
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AUD_set3DSourceSetting(m_handle, AUD_3DSS_CONE_OUTER_GAIN, m_3d.cone_outer_gain);
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}
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else
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m_handle = AUD_play(sound, 0);
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AUD_setSoundPitch(m_handle, m_pitch);
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AUD_setSoundVolume(m_handle, m_volume);
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m_isplaying = true;
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// now we unload the pingpong and loop sounds, as we don't need them anymore
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// the started sound will continue playing like it was created, don't worry!
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if(sound3)
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AUD_unload(sound3);
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if(sound2)
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AUD_unload(sound2);
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}
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CValue* KX_SoundActuator::GetReplica()
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{
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KX_SoundActuator* replica = new KX_SoundActuator(*this);
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replica->ProcessReplica();
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return replica;
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};
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void KX_SoundActuator::ProcessReplica()
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{
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SCA_IActuator::ProcessReplica();
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m_handle = 0;
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}
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bool KX_SoundActuator::Update(double curtime, bool frame)
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{
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if (!frame)
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return true;
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bool result = false;
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// do nothing on negative events, otherwise sounds are played twice!
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bool bNegativeEvent = IsNegativeEvent();
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bool bPositiveEvent = m_posevent;
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RemoveAllEvents();
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if(!m_sound)
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return false;
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// actual audio device playing state
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bool isplaying = AUD_getStatus(m_handle) == AUD_STATUS_PLAYING;
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if (bNegativeEvent)
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{
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// here must be a check if it is still playing
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if (m_isplaying && isplaying)
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{
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switch (m_type)
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{
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case KX_SOUNDACT_PLAYSTOP:
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case KX_SOUNDACT_LOOPSTOP:
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case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
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{
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// stop immediately
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AUD_stop(m_handle);
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break;
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}
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case KX_SOUNDACT_PLAYEND:
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{
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// do nothing, sound will stop anyway when it's finished
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break;
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}
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case KX_SOUNDACT_LOOPEND:
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case KX_SOUNDACT_LOOPBIDIRECTIONAL:
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{
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// stop the looping so that the sound stops when it finished
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AUD_setLoop(m_handle, 0, -1);
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break;
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}
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default:
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// implement me !!
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break;
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}
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}
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// remember that we tried to stop the actuator
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m_isplaying = false;
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}
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#if 1
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// Warning: when de-activating the actuator, after a single negative event this runs again with...
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// m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false
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// and assumes this is a positive event.
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// check that we actually have a positive event so as not to play sounds when being disabled.
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else if(bPositiveEvent) { // <- added since 2.49
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#else
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else { // <- works in most cases except a loop-end sound will never stop unless
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// the negative pulse is done continuesly
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#endif
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if (!m_isplaying)
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play();
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}
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// verify that the sound is still playing
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isplaying = AUD_getStatus(m_handle) == AUD_STATUS_PLAYING ? true : false;
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if (isplaying)
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{
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if(m_is3d)
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{
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AUD_3DData data;
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float f;
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((KX_GameObject*)this->GetParent())->NodeGetWorldPosition().getValue(data.position);
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((KX_GameObject*)this->GetParent())->GetLinearVelocity().getValue(data.velocity);
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((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation().getValue3x3(data.orientation);
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/*
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* The 3D data from blender has to be transformed for OpenAL:
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* - In blender z is up and y is forwards
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* - In OpenAL y is up and z is backwards
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* We have to do that for all 5 vectors.
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*/
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f = data.position[1];
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data.position[1] = data.position[2];
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data.position[2] = -f;
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f = data.velocity[1];
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data.velocity[1] = data.velocity[2];
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data.velocity[2] = -f;
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f = data.orientation[1];
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data.orientation[1] = data.orientation[2];
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data.orientation[2] = -f;
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f = data.orientation[4];
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data.orientation[4] = data.orientation[5];
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data.orientation[5] = -f;
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f = data.orientation[7];
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data.orientation[7] = data.orientation[8];
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data.orientation[8] = -f;
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AUD_update3DSource(m_handle, &data);
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}
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result = true;
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}
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else
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{
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m_isplaying = false;
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result = false;
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}
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return result;
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}
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#ifndef DISABLE_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_SoundActuator::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_SoundActuator",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IActuator::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_SoundActuator::Methods[] = {
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KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, startSound),
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KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, pauseSound),
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KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, stopSound),
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{NULL, NULL} //Sentinel
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};
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PyAttributeDef KX_SoundActuator::Attributes[] = {
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KX_PYATTRIBUTE_BOOL_RO("is3D", KX_SoundActuator, m_is3d),
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KX_PYATTRIBUTE_RW_FUNCTION("maxGain3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("minGain3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("referenceDistance3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("maxDistance3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("rolloffFactor3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("coneInnerAngle3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("coneOuterAngle3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("coneOuterGain3D", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
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KX_PYATTRIBUTE_RW_FUNCTION("time", KX_SoundActuator, pyattr_get_audposition, pyattr_set_audposition),
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KX_PYATTRIBUTE_RW_FUNCTION("volume", KX_SoundActuator, pyattr_get_gain, pyattr_set_gain),
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KX_PYATTRIBUTE_RW_FUNCTION("pitch", KX_SoundActuator, pyattr_get_pitch, pyattr_set_pitch),
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KX_PYATTRIBUTE_RW_FUNCTION("rollOffFactor", KX_SoundActuator, pyattr_get_rollOffFactor, pyattr_set_rollOffFactor),
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KX_PYATTRIBUTE_ENUM_RW("mode",KX_SoundActuator::KX_SOUNDACT_NODEF+1,KX_SoundActuator::KX_SOUNDACT_MAX-1,false,KX_SoundActuator,m_type),
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{ NULL } //Sentinel
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};
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/* Methods ----------------------------------------------------------------- */
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KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, startSound,
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"startSound()\n"
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"\tStarts the sound.\n")
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{
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switch(AUD_getStatus(m_handle))
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{
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case AUD_STATUS_PLAYING:
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break;
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case AUD_STATUS_PAUSED:
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AUD_resume(m_handle);
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break;
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default:
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play();
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}
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Py_RETURN_NONE;
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}
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KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound,
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"pauseSound()\n"
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"\tPauses the sound.\n")
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{
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AUD_pause(m_handle);
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Py_RETURN_NONE;
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}
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KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound,
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"stopSound()\n"
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"\tStops the sound.\n")
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{
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AUD_stop(m_handle);
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Py_RETURN_NONE;
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}
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/* Atribute setting and getting -------------------------------------------- */
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PyObject* KX_SoundActuator::pyattr_get_3d_property(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
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const char* prop = attrdef->m_name;
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float result_value = 0.0;
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if(!strcmp(prop, "maxGain3D")) {
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result_value = actuator->m_3d.max_gain;
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} else if (!strcmp(prop, "minGain3D")) {
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result_value = actuator->m_3d.min_gain;
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} else if (!strcmp(prop, "referenceDistance3D")) {
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result_value = actuator->m_3d.reference_distance;
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} else if (!strcmp(prop, "maxDistance3D")) {
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result_value = actuator->m_3d.max_distance;
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} else if (!strcmp(prop, "rolloffFactor3D")) {
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result_value = actuator->m_3d.rolloff_factor;
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} else if (!strcmp(prop, "coneInnerAngle3D")) {
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result_value = actuator->m_3d.cone_inner_angle;
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} else if (!strcmp(prop, "coneOuterAngle3D")) {
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result_value = actuator->m_3d.cone_outer_angle;
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} else if (!strcmp(prop, "coneOuterGain3D")) {
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result_value = actuator->m_3d.cone_outer_gain;
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} else {
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Py_RETURN_NONE;
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}
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PyObject* result = PyFloat_FromDouble(result_value);
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return result;
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}
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PyObject* KX_SoundActuator::pyattr_get_audposition(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
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float position = 0.0;
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if(actuator->m_handle)
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position = AUD_getPosition(actuator->m_handle);
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PyObject* result = PyFloat_FromDouble(position);
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return result;
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}
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PyObject* KX_SoundActuator::pyattr_get_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
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float gain = actuator->m_volume;
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PyObject* result = PyFloat_FromDouble(gain);
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return result;
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}
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PyObject* KX_SoundActuator::pyattr_get_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
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float pitch = actuator->m_pitch;
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PyObject* result = PyFloat_FromDouble(pitch);
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return result;
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}
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PyObject* KX_SoundActuator::pyattr_get_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
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float rollofffactor = actuator->m_3d.rolloff_factor;
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PyObject* result = PyFloat_FromDouble(rollofffactor);
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return result;
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}
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int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
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const char* prop = attrdef->m_name;
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float prop_value = 0.0;
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AUD_3DSourceSetting setting = AUD_3DSS_NONE;
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if (!PyArg_Parse(value, "f", &prop_value))
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return PY_SET_ATTR_FAIL;
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// update the internal value
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if(!strcmp(prop, "maxGain3D")) {
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actuator->m_3d.max_gain = prop_value;
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setting = AUD_3DSS_MAX_GAIN;
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} else if (!strcmp(prop, "minGain3D")) {
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actuator->m_3d.min_gain = prop_value;
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setting = AUD_3DSS_MIN_GAIN;
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} else if (!strcmp(prop, "referenceDistance3D")) {
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actuator->m_3d.reference_distance = prop_value;
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setting = AUD_3DSS_REFERENCE_DISTANCE;
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} else if (!strcmp(prop, "maxDistance3D")) {
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actuator->m_3d.max_distance = prop_value;
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setting = AUD_3DSS_MAX_DISTANCE;
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} else if (!strcmp(prop, "rolloffFactor3D")) {
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actuator->m_3d.rolloff_factor = prop_value;
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setting = AUD_3DSS_ROLLOFF_FACTOR;
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} else if (!!strcmp(prop, "coneInnerAngle3D")) {
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actuator->m_3d.cone_inner_angle = prop_value;
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setting = AUD_3DSS_CONE_INNER_ANGLE;
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} else if (!strcmp(prop, "coneOuterAngle3D")) {
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actuator->m_3d.cone_outer_angle = prop_value;
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setting = AUD_3DSS_CONE_OUTER_ANGLE;
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} else if (!strcmp(prop, "coneOuterGain3D")) {
|
|
actuator->m_3d.cone_outer_gain = prop_value;
|
|
setting = AUD_3DSS_CONE_OUTER_GAIN;
|
|
|
|
} else {
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
// if sound is working and 3D, set the new setting
|
|
if(actuator->m_handle && actuator->m_is3d && setting != AUD_3DSS_NONE)
|
|
AUD_set3DSourceSetting(actuator->m_handle, setting, prop_value);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
int KX_SoundActuator::pyattr_set_audposition(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
|
|
|
|
float position = 1.0;
|
|
if (!PyArg_Parse(value, "f", &position))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
if(actuator->m_handle)
|
|
AUD_seek(actuator->m_handle, position);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
int KX_SoundActuator::pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
float gain = 1.0;
|
|
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
|
|
if (!PyArg_Parse(value, "f", &gain))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
actuator->m_volume = gain;
|
|
if(actuator->m_handle)
|
|
AUD_setSoundVolume(actuator->m_handle, gain);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
int KX_SoundActuator::pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
float pitch = 1.0;
|
|
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
|
|
if (!PyArg_Parse(value, "f", &pitch))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
actuator->m_pitch = pitch;
|
|
if(actuator->m_handle)
|
|
AUD_setSoundPitch(actuator->m_handle, pitch);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
int KX_SoundActuator::pyattr_set_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
|
|
float rollofffactor = 1.0;
|
|
if (!PyArg_Parse(value, "f", &rollofffactor))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
actuator->m_3d.rolloff_factor = rollofffactor;
|
|
if(actuator->m_handle)
|
|
AUD_set3DSourceSetting(actuator->m_handle, AUD_3DSS_ROLLOFF_FACTOR, rollofffactor);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
#endif // DISABLE_PYTHON
|