#include "BKE_sequencer.h"
#include "BKE_world.h"
#include "BKE_utildefines.h"
+#include "BKE_sound.h"
//XXX #include "BIF_previewrender.h"
//XXX #include "BIF_editseq.h"
}
}
+ sound_create_scene(scen);
+
return scen;
}
if(sce->stats)
MEM_freeN(sce->stats);
+
+ sound_destroy_scene(sce);
}
Scene *add_scene(char *name)
sce->gm.flag = GAME_DISPLAY_LISTS;
sce->gm.matmode = GAME_MAT_MULTITEX;
+ sound_create_scene(sce);
+
return sce;
}
Object *camera= NULL;
for (m= scene->markers.first; m; m= m->next) {
- if(m->camera && (m->frame <= cfra) && (m->frame > frame)) {
+ if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
camera= m->camera;
frame= m->frame;