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authorJuan Linietsky <reduzio@gmail.com>2014-09-17 20:03:10 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-09-17 20:03:10 -0300
commit990f6cf50e96213a4b1a2961e61a9b922cd75d71 (patch)
tree600fb659508e8745d7656416b24f89b2157a2630 /scene/audio
parent76aaa96d0e114d5293efed2fd0378ea390076b7e (diff)
More Bug Fixes
-=-=-=-=-=-=- -Fixed a few bugs in Mixer, now playback of chiptunes works great :) -Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame. -Fixed camera in 3D kinematic character demo.
Diffstat (limited to 'scene/audio')
-rw-r--r--scene/audio/event_player.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/audio/event_player.cpp b/scene/audio/event_player.cpp
index 07162e42fd..6bad94bf0e 100644
--- a/scene/audio/event_player.cpp
+++ b/scene/audio/event_player.cpp
@@ -76,8 +76,9 @@ Ref<EventStream> EventPlayer::get_stream() const {
void EventPlayer::play() {
ERR_FAIL_COND(!is_inside_scene());
- if (playback.is_null())
+ if (playback.is_null()) {
return;
+ }
if (playback->is_playing()) {
AudioServer::get_singleton()->lock();
stop();