void KX_SoundActuator::ProcessReplica() { SCA_IActuator::ProcessReplica(); #ifdef WITH_AUDASPACE m_handle = NULL; m_sound = AUD_Sound_copy(m_sound); #endif // WITH_AUDASPACE }
/* ------------------------------------------------------------------------- */ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj, AUD_Sound* sound, float volume, float pitch, bool is3d, KX_3DSoundSettings settings, KX_SOUNDACT_TYPE type)//, : SCA_IActuator(gameobj, KX_ACT_SOUND) { m_sound = sound ? AUD_Sound_copy(sound) : NULL; m_handle = NULL; m_volume = volume; m_pitch = pitch; m_is3d = is3d; m_3d = settings; m_type = type; m_isplaying = false; }
void KX_SoundActuator::ProcessReplica() { SCA_IActuator::ProcessReplica(); m_handle = NULL; m_sound = AUD_Sound_copy(m_sound); }