Adding a new state for sound handles in audaspace: stopped.
authorJoerg Mueller <nexyon@gmail.com>
Wed, 14 Aug 2013 21:21:00 +0000 (21:21 +0000)
committerJoerg Mueller <nexyon@gmail.com>
Wed, 14 Aug 2013 21:21:00 +0000 (21:21 +0000)
commitc8f75fb5b1918a13a722ed39bb8cace1ee5b58b8
treeb2439e74b81c952801ef4c5615562d106792def1
parent9e42f76bab4a5ee766e4fe09bd9c9b3579e3da8d
Adding a new state for sound handles in audaspace: stopped.

Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
intern/audaspace/OpenAL/AUD_OpenALDevice.cpp
intern/audaspace/OpenAL/AUD_OpenALDevice.h
intern/audaspace/Python/AUD_PyAPI.cpp
intern/audaspace/intern/AUD_IHandle.h
intern/audaspace/intern/AUD_SoftwareDevice.cpp
intern/audaspace/intern/AUD_SoftwareDevice.h
intern/audaspace/intern/AUD_Space.h
source/gameengine/Ketsji/KX_SoundActuator.cpp