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author | Juan Linietsky <reduzio@gmail.com> | 2014-09-17 20:03:10 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-09-17 20:03:10 -0300 |
commit | 990f6cf50e96213a4b1a2961e61a9b922cd75d71 (patch) | |
tree | 600fb659508e8745d7656416b24f89b2157a2630 /scene/audio | |
parent | 76aaa96d0e114d5293efed2fd0378ea390076b7e (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.cpp | 3 |
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(); |