kintaro
27-02-2007 14:16:40
Well, I have a strange problem with sound of ogreAl and my scene.
I am using oSceneLoader and oFusion for my scenes, and I load a character manually.
My character walk in the scene, rotate, every thing is ok, the background music plays very well till here.
I work with multiple scene managers, and when I call a scene, the character appear over a check point that comes with the scene file.
My problem occurs when I rotate manually in the code some check point, and when the program is running and in the moment that I call the scene that the check point was rotated, the background music stops, the program continue to run but the music does not play anymore.
I putted a button to play and stop the background music, it works very well, when the music stops because of a manully rotate check point, if I hit the button to play the music again and so the program crashes, stops to run.
Interisting that this problem only happens when I modify the orientation of check point, if translate it or turn it invisible, the background music do not stops anytime.
And if I stop (stop, not pause) the background music before call the scene that has a manually rotated check point, call this scene and than hit the button to play music again, the music plays without problems. After it, I can call this scene anytime I want, without have to stop the music before, because the music does not crashes.
Yes, I can solve this problem by rotating the check point in 3D max than rotating it manually in the program code, but I though that would be nice to report this problem, maybe it helps to improve ogreAl.
I am using oSceneLoader and oFusion for my scenes, and I load a character manually.
My character walk in the scene, rotate, every thing is ok, the background music plays very well till here.
I work with multiple scene managers, and when I call a scene, the character appear over a check point that comes with the scene file.
My problem occurs when I rotate manually in the code some check point, and when the program is running and in the moment that I call the scene that the check point was rotated, the background music stops, the program continue to run but the music does not play anymore.
I putted a button to play and stop the background music, it works very well, when the music stops because of a manully rotate check point, if I hit the button to play the music again and so the program crashes, stops to run.
Interisting that this problem only happens when I modify the orientation of check point, if translate it or turn it invisible, the background music do not stops anytime.
And if I stop (stop, not pause) the background music before call the scene that has a manually rotated check point, call this scene and than hit the button to play music again, the music plays without problems. After it, I can call this scene anytime I want, without have to stop the music before, because the music does not crashes.
Yes, I can solve this problem by rotating the check point in 3D max than rotating it manually in the program code, but I though that would be nice to report this problem, maybe it helps to improve ogreAl.