blender/source/gameengine/Ketsji/KX_SoundActuator.cpp
Benoit Bolsee 386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00

783 lines
21 KiB
C++

/**
* KX_SoundActuator.cpp
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
#include "KX_SoundActuator.h"
#include "SND_SoundObject.h"
#include "KX_GameObject.h"
#include "SND_SoundObject.h"
#include "SND_Scene.h" // needed for replication
#include "KX_PyMath.h" // needed for PyObjectFrom()
#include <iostream>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
SND_SoundObject* sndobj,
SND_Scene* sndscene,
KX_SOUNDACT_TYPE type,
short start,
short end,
PyTypeObject* T)
: SCA_IActuator(gameobj,T)
{
m_soundObject = sndobj;
m_soundScene = sndscene;
m_type = type;
m_lastEvent = true;
m_isplaying = false;
m_startFrame = start;
m_endFrame = end;
m_pino = false;
}
KX_SoundActuator::~KX_SoundActuator()
{
if (m_soundObject)
{
m_soundScene->RemoveActiveObject(m_soundObject);
m_soundScene->DeleteObject(m_soundObject);
}
}
CValue* KX_SoundActuator::GetReplica()
{
KX_SoundActuator* replica = new KX_SoundActuator(*this);
replica->ProcessReplica();
return replica;
};
void KX_SoundActuator::ProcessReplica()
{
SCA_IActuator::ProcessReplica();
if (m_soundObject)
{
SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
setSoundObject(soundobj);
m_soundScene->AddObject(soundobj);
}
}
bool KX_SoundActuator::Update(double curtime, bool frame)
{
if (!frame)
return true;
bool result = false;
// do nothing on negative events, otherwise sounds are played twice!
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (!m_soundObject)
return false;
// actual audio device playing state
bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
if (m_pino)
{
bNegativeEvent = true;
m_pino = false;
}
if (bNegativeEvent)
{
// here must be a check if it is still playing
if (m_isplaying && isplaying)
{
switch (m_type)
{
case KX_SOUNDACT_PLAYSTOP:
case KX_SOUNDACT_LOOPSTOP:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
m_soundScene->RemoveActiveObject(m_soundObject);
break;
}
case KX_SOUNDACT_PLAYEND:
{
m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
break;
}
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
m_soundObject->SetLoopMode(SND_LOOP_OFF);
m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
break;
}
default:
// implement me !!
break;
}
}
// remember that we tried to stop the actuator
m_isplaying = false;
}
else
{
if (!m_isplaying)
{
switch (m_type)
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
m_soundObject->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
m_soundScene->AddActiveObject(m_soundObject, curtime);
m_isplaying = true;
result = true;
break;
}
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
{
m_soundObject->SetLoopMode(SND_LOOP_NORMAL);
m_soundScene->AddActiveObject(m_soundObject, curtime);
m_isplaying = true;
result = true;
break;
}
case KX_SOUNDACT_PLAYSTOP:
case KX_SOUNDACT_PLAYEND:
{
m_soundObject->SetLoopMode(SND_LOOP_OFF);
m_soundScene->AddActiveObject(m_soundObject, curtime);
m_isplaying = true;
result = true;
break;
}
default:
// implement me !!
break;
}
}
}
// verify that the sound is still playing
isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
if (isplaying)
{
m_soundObject->SetPosition(((KX_GameObject*)this->GetParent())->NodeGetWorldPosition());
m_soundObject->SetVelocity(((KX_GameObject*)this->GetParent())->GetLinearVelocity());
m_soundObject->SetOrientation(((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation());
result = true;
}
else
{
m_isplaying = false;
result = false;
}
/*
if (result && (m_soundObject->IsLifeSpanOver(curtime)) && ((m_type == KX_SOUNDACT_PLAYEND) || (m_type == KX_SOUNDACT_PLAYSTOP)))
{
m_pino = true;
}
*/
return result;
}
void KX_SoundActuator::setSoundObject(class SND_SoundObject* soundobject)
{
m_soundObject = soundobject;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SoundActuator::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"KX_SoundActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_SoundActuator::Parents[] = {
&KX_SoundActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SoundActuator::Methods[] = {
// Deprecated ----->
{"setFilename", (PyCFunction) KX_SoundActuator::sPySetFilename, METH_VARARGS,NULL},
{"getFilename", (PyCFunction) KX_SoundActuator::sPyGetFilename, METH_NOARGS,NULL},
{"setGain",(PyCFunction) KX_SoundActuator::sPySetGain,METH_VARARGS,NULL},
{"getGain",(PyCFunction) KX_SoundActuator::sPyGetGain,METH_NOARGS,NULL},
{"setPitch",(PyCFunction) KX_SoundActuator::sPySetPitch,METH_VARARGS,NULL},
{"getPitch",(PyCFunction) KX_SoundActuator::sPyGetPitch,METH_NOARGS,NULL},
{"setRollOffFactor",(PyCFunction) KX_SoundActuator::sPySetRollOffFactor,METH_VARARGS,NULL},
{"getRollOffFactor",(PyCFunction) KX_SoundActuator::sPyGetRollOffFactor,METH_NOARGS,NULL},
{"setLooping",(PyCFunction) KX_SoundActuator::sPySetLooping,METH_VARARGS,NULL},
{"getLooping",(PyCFunction) KX_SoundActuator::sPyGetLooping,METH_NOARGS,NULL},
{"setPosition",(PyCFunction) KX_SoundActuator::sPySetPosition,METH_VARARGS,NULL},
{"setVelocity",(PyCFunction) KX_SoundActuator::sPySetVelocity,METH_VARARGS,NULL},
{"setOrientation",(PyCFunction) KX_SoundActuator::sPySetOrientation,METH_VARARGS,NULL},
{"setType",(PyCFunction) KX_SoundActuator::sPySetType,METH_VARARGS,NULL},
{"getType",(PyCFunction) KX_SoundActuator::sPyGetType,METH_NOARGS,NULL},
// <-----
KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, startSound),
KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, pauseSound),
KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, stopSound),
{NULL,NULL,NULL,NULL} //Sentinel
};
PyAttributeDef KX_SoundActuator::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("filename", KX_SoundActuator, pyattr_get_filename, pyattr_set_filename),
KX_PYATTRIBUTE_RW_FUNCTION("volume", KX_SoundActuator, pyattr_get_gain, pyattr_set_gain),
KX_PYATTRIBUTE_RW_FUNCTION("pitch", KX_SoundActuator, pyattr_get_pitch, pyattr_set_pitch),
KX_PYATTRIBUTE_RW_FUNCTION("rollOffFactor", KX_SoundActuator, pyattr_get_rollOffFactor, pyattr_set_rollOffFactor),
KX_PYATTRIBUTE_RW_FUNCTION("looping", KX_SoundActuator, pyattr_get_looping, pyattr_set_looping),
KX_PYATTRIBUTE_RW_FUNCTION("position", KX_SoundActuator, pyattr_get_position, pyattr_set_position),
KX_PYATTRIBUTE_RW_FUNCTION("velocity", KX_SoundActuator, pyattr_get_velocity, pyattr_set_velocity),
KX_PYATTRIBUTE_RW_FUNCTION("orientation", KX_SoundActuator, pyattr_get_orientation, pyattr_set_orientation),
KX_PYATTRIBUTE_ENUM_RW("type",KX_SoundActuator::KX_SOUNDACT_NODEF+1,KX_SoundActuator::KX_SOUNDACT_MAX-1,false,KX_SoundActuator,m_type),
{ NULL } //Sentinel
};
/* Methods ----------------------------------------------------------------- */
KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, startSound,
"startSound()\n"
"\tStarts the sound.\n")
{
if (m_soundObject)
// This has no effect if the actuator is not active.
// To start the sound you must activate the actuator.
// This function is to restart the sound.
m_soundObject->StartSound();
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound,
"pauseSound()\n"
"\tPauses the sound.\n")
{
if (m_soundObject)
// unfortunately, openal does not implement pause correctly, it is equivalent to a stop
m_soundObject->PauseSound();
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound,
"stopSound()\n"
"\tStops the sound.\n")
{
if (m_soundObject)
m_soundObject->StopSound();
Py_RETURN_NONE;
}
/* Atribute setting and getting -------------------------------------------- */
PyObject* KX_SoundActuator::py_getattro(PyObject *attr)
{
py_getattro_up(SCA_IActuator);
}
PyObject* KX_SoundActuator::py_getattro_dict() {
py_getattro_dict_up(SCA_IActuator);
}
int KX_SoundActuator::py_setattro(PyObject *attr, PyObject* value) {
py_setattro_up(SCA_IActuator);
}
PyObject* KX_SoundActuator::pyattr_get_filename(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
if (!actuator->m_soundObject)
{
return PyString_FromString("");
}
STR_String objectname = actuator->m_soundObject->GetObjectName();
char* name = objectname.Ptr();
if (!name) {
PyErr_SetString(PyExc_RuntimeError, "value = actuator.filename: KX_SoundActuator, unable to get sound filename");
return NULL;
} else
return PyString_FromString(name);
}
PyObject* KX_SoundActuator::pyattr_get_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float gain = (actuator->m_soundObject) ? actuator->m_soundObject->GetGain() : 1.0f;
PyObject* result = PyFloat_FromDouble(gain);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float pitch = (actuator->m_soundObject) ? actuator->m_soundObject->GetPitch() : 1.0;
PyObject* result = PyFloat_FromDouble(pitch);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float rollofffactor = (actuator->m_soundObject) ? actuator->m_soundObject->GetRollOffFactor() : 1.0;
PyObject* result = PyFloat_FromDouble(rollofffactor);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_looping(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
int looping = (actuator->m_soundObject) ? actuator->m_soundObject->GetLoopMode() : (int)SND_LOOP_OFF;
PyObject* result = PyInt_FromLong(looping);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_position(void * self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
MT_Vector3 pos(0.0, 0.0, 0.0);
if (actuator->m_soundObject)
pos = actuator->m_soundObject->GetPosition();
PyObject * result = PyObjectFrom(pos);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_velocity(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
MT_Vector3 vel;
if (actuator->m_soundObject)
vel = actuator->m_soundObject->GetVelocity();
PyObject * result = PyObjectFrom(vel);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_orientation(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
MT_Matrix3x3 ori;
if (actuator->m_soundObject)
ori = actuator->m_soundObject->GetOrientation();
PyObject * result = PyObjectFrom(ori);
return result;
}
int KX_SoundActuator::pyattr_set_filename(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
char *soundName = NULL;
KX_SoundActuator * actuator = static_cast<KX_SoundActuator*> (self);
// void *soundPointer = NULL; /*unused*/
if (!PyArg_Parse(value, "s", &soundName))
return 1;
if (actuator->m_soundObject) {
actuator->m_soundObject->SetObjectName(soundName);
}
return 0;
}
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 1;
if (actuator->m_soundObject)
actuator->m_soundObject->SetGain(gain);
return 0;
}
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 1;
if (actuator->m_soundObject)
actuator->m_soundObject->SetPitch(pitch);
return 0;
}
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 1;
if (actuator->m_soundObject)
actuator->m_soundObject->SetRollOffFactor(rollofffactor);
return 0;
}
int KX_SoundActuator::pyattr_set_looping(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
int looping = 1;
if (!PyArg_Parse(value, "i", &looping))
return 1;
if (actuator->m_soundObject)
actuator->m_soundObject->SetLoopMode(looping);
return 0;
}
int KX_SoundActuator::pyattr_set_position(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
float pos[3];
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
if (!PyArg_ParseTuple(value, "fff", &pos[0], &pos[1], &pos[2]))
return 1;
if (actuator->m_soundObject)
actuator->m_soundObject->SetPosition(MT_Vector3(pos));
return 0;
}
int KX_SoundActuator::pyattr_set_velocity(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
float vel[3];
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
if (!PyArg_ParseTuple(value, "fff", &vel[0], &vel[1], &vel[2]))
return 1;
if (actuator->m_soundObject)
actuator->m_soundObject->SetVelocity(MT_Vector3(vel));
return 0;
}
int KX_SoundActuator::pyattr_set_orientation(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
MT_Matrix3x3 rot;
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
/* if value is not a sequence PyOrientationTo makes an error */
if (!PyOrientationTo(value, rot, "actuator.orientation = value: KX_SoundActuator"))
return NULL;
if (!actuator->m_soundObject)
return 0; /* Since not having m_soundObject didn't do anything in the old version,
* it probably should be kept that way */
actuator->m_soundObject->SetOrientation(rot);
return 0;
}
// Deprecated ----->
PyObject* KX_SoundActuator::PySetFilename(PyObject* args)
{
char *soundName = NULL;
ShowDeprecationWarning("setFilename()", "the filename property");
// void *soundPointer = NULL; /*unused*/
if (!PyArg_ParseTuple(args, "s", &soundName))
return NULL;
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PyGetFilename()
{
ShowDeprecationWarning("getFilename()", "the filename property");
if (!m_soundObject)
{
return PyString_FromString("");
}
STR_String objectname = m_soundObject->GetObjectName();
char* name = objectname.Ptr();
if (!name) {
PyErr_SetString(PyExc_RuntimeError, "Unable to get sound filename");
return NULL;
} else
return PyString_FromString(name);
}
PyObject* KX_SoundActuator::PySetGain(PyObject* args)
{
ShowDeprecationWarning("setGain()", "the volume property");
float gain = 1.0;
if (!PyArg_ParseTuple(args, "f:setGain", &gain))
return NULL;
if (m_soundObject)
m_soundObject->SetGain(gain);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PyGetGain()
{
ShowDeprecationWarning("getGain()", "the volume property");
float gain = (m_soundObject) ? m_soundObject->GetGain() : 1.0f;
PyObject* result = PyFloat_FromDouble(gain);
return result;
}
PyObject* KX_SoundActuator::PySetPitch(PyObject* args)
{
ShowDeprecationWarning("setPitch()", "the pitch property");
float pitch = 1.0;
if (!PyArg_ParseTuple(args, "f:setPitch", &pitch))
return NULL;
if (m_soundObject)
m_soundObject->SetPitch(pitch);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PyGetPitch()
{
ShowDeprecationWarning("getPitch()", "the pitch property");
float pitch = (m_soundObject) ? m_soundObject->GetPitch() : 1.0;
PyObject* result = PyFloat_FromDouble(pitch);
return result;
}
PyObject* KX_SoundActuator::PySetRollOffFactor(PyObject* args)
{
ShowDeprecationWarning("setRollOffFactor()", "the rollOffFactor property");
float rollofffactor = 1.0;
if (!PyArg_ParseTuple(args, "f:setRollOffFactor", &rollofffactor))
return NULL;
if (m_soundObject)
m_soundObject->SetRollOffFactor(rollofffactor);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PyGetRollOffFactor()
{
ShowDeprecationWarning("getRollOffFactor()", "the rollOffFactor property");
float rollofffactor = (m_soundObject) ? m_soundObject->GetRollOffFactor() : 1.0;
PyObject* result = PyFloat_FromDouble(rollofffactor);
return result;
}
PyObject* KX_SoundActuator::PySetLooping(PyObject* args)
{
ShowDeprecationWarning("setLooping()", "the looping property");
bool looping = 1;
if (!PyArg_ParseTuple(args, "i:setLooping", &looping))
return NULL;
if (m_soundObject)
m_soundObject->SetLoopMode(looping);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PyGetLooping()
{
ShowDeprecationWarning("getLooping()", "the looping property");
int looping = (m_soundObject) ? m_soundObject->GetLoopMode() : (int)SND_LOOP_OFF;
PyObject* result = PyInt_FromLong(looping);
return result;
}
PyObject* KX_SoundActuator::PySetPosition(PyObject* args)
{
MT_Point3 pos;
ShowDeprecationWarning("setPosition()", "the position property");
pos[0] = 0.0;
pos[1] = 0.0;
pos[2] = 0.0;
if (!PyArg_ParseTuple(args, "fff:setPosition", &pos[0], &pos[1], &pos[2]))
return NULL;
if (m_soundObject)
m_soundObject->SetPosition(pos);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PySetVelocity(PyObject* args)
{
MT_Vector3 vel;
ShowDeprecationWarning("setVelocity()", "the velocity property");
vel[0] = 0.0;
vel[1] = 0.0;
vel[2] = 0.0;
if (!PyArg_ParseTuple(args, "fff:setVelocity", &vel[0], &vel[1], &vel[2]))
return NULL;
if (m_soundObject)
m_soundObject->SetVelocity(vel);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PySetOrientation(PyObject* args)
{
MT_Matrix3x3 ori;
ShowDeprecationWarning("setOrientation()", "the orientation property");
ori[0][0] = 1.0;
ori[0][1] = 0.0;
ori[0][2] = 0.0;
ori[1][0] = 0.0;
ori[1][1] = 1.0;
ori[1][2] = 0.0;
ori[2][0] = 0.0;
ori[2][1] = 0.0;
ori[2][2] = 1.0;
if (!PyArg_ParseTuple(args, "fffffffff:setOrientation", &ori[0][0], &ori[0][1], &ori[0][2], &ori[1][0], &ori[1][1], &ori[1][2], &ori[2][0], &ori[2][1], &ori[2][2]))
return NULL;
if (m_soundObject)
m_soundObject->SetOrientation(ori);
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PySetType(PyObject* args)
{
int typeArg;
ShowDeprecationWarning("setType()", "the type property");
if (!PyArg_ParseTuple(args, "i:setType", &typeArg)) {
return NULL;
}
if ( (typeArg > KX_SOUNDACT_NODEF)
&& (typeArg < KX_SOUNDACT_MAX) ) {
m_type = (KX_SOUNDACT_TYPE) typeArg;
}
Py_RETURN_NONE;
}
PyObject* KX_SoundActuator::PyGetType()
{
ShowDeprecationWarning("getType()", "the type property");
return PyInt_FromLong(m_type);
}
// <-----