forked from bartvdbraak/blender
Sound actuator bug reported by zapman on blenderartist.
Negative events would play on an actuator if it hadn't played a sound yet.
This commit is contained in:
parent
5a8b389ebe
commit
a543a1549e
@ -2207,7 +2207,7 @@ PyObject* KX_GameObject::PyGetChildrenRecursive()
|
||||
|
||||
PyObject* KX_GameObject::PyGetMesh(PyObject* args)
|
||||
{
|
||||
ShowDeprecationWarning("getMesh()", "the meshes property");
|
||||
ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
|
||||
|
||||
int mesh = 0;
|
||||
|
||||
|
@ -112,7 +112,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
|
||||
return false;
|
||||
|
||||
// actual audio device playing state
|
||||
bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
|
||||
bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED && m_soundObject->GetPlaystate() != SND_INITIAL) ? true : false;
|
||||
|
||||
if (m_pino)
|
||||
{
|
||||
@ -194,7 +194,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
|
||||
}
|
||||
}
|
||||
// verify that the sound is still playing
|
||||
isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
|
||||
isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED && m_soundObject->GetPlaystate() != SND_INITIAL) ? true : false;
|
||||
|
||||
if (isplaying)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user