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:
Campbell Barton 2009-06-11 10:26:53 +00:00
parent 5a8b389ebe
commit a543a1549e
2 changed files with 3 additions and 3 deletions

@ -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)
{