Files
test/source/blender/blenkernel/intern/sound.cc
Aras Pranckevicius 91f0368fe2 Fix #120871: VSE crashes when sound strip has hold start offset larger than start
Caused by addition of new code in 4e10aa6e71, which was not guarding
against negative frame values. The only other place that called
BKE_sound_set_scene_sound_pitch_constant_range guarded against negative
frames (added in 1fb692e896 + 49a0502f35), but generally it looks like
negative frames are a "no no" in audaspace, so just move the value
sanitization into BKE_sound_set_scene_sound_pitch_constant_range itself.

Pull Request: https://projects.blender.org/blender/blender/pulls/120891
2024-04-22 14:44:05 +02:00

1522 lines
43 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <cstdlib>
#include <cstring>
#include <optional>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_iterator.h"
#include "BLI_math_rotation.h"
#include "BLI_threads.h"
#include "BLT_translation.hh"
/* Allow using deprecated functionality for .blend file I/O. */
#define DNA_DEPRECATED_ALLOW
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_packedFile_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_sound_types.h"
#include "DNA_speaker_types.h"
#include "DNA_windowmanager_types.h"
#ifdef WITH_AUDASPACE
# include "../../../intern/audaspace/intern/AUD_Set.h"
# include <AUD_Handle.h>
# include <AUD_Sequence.h>
# include <AUD_Sound.h>
# include <AUD_Special.h>
#endif
#include "BKE_bpath.hh"
#include "BKE_global.hh"
#include "BKE_idtype.hh"
#include "BKE_lib_id.hh"
#include "BKE_lib_query.hh"
#include "BKE_main.hh"
#include "BKE_packedFile.h"
#include "BKE_sound.h"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "BLO_read_write.hh"
#include "SEQ_sound.hh"
#include "SEQ_time.hh"
static void sound_free_audio(bSound *sound);
static void sound_copy_data(Main * /*bmain*/,
std::optional<Library *> /*owner_library*/,
ID *id_dst,
const ID *id_src,
const int /*flag*/)
{
bSound *sound_dst = (bSound *)id_dst;
const bSound *sound_src = (const bSound *)id_src;
sound_dst->handle = nullptr;
sound_dst->cache = nullptr;
sound_dst->waveform = nullptr;
sound_dst->playback_handle = nullptr;
sound_dst->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(static_cast<SpinLock *>(sound_dst->spinlock));
/* Just to be sure, should not have any value actually after reading time. */
sound_dst->ipo = nullptr;
sound_dst->newpackedfile = nullptr;
if (sound_src->packedfile != nullptr) {
sound_dst->packedfile = BKE_packedfile_duplicate(sound_src->packedfile);
}
BKE_sound_reset_runtime(sound_dst);
}
static void sound_free_data(ID *id)
{
bSound *sound = (bSound *)id;
/* No animation-data here. */
if (sound->packedfile) {
BKE_packedfile_free(sound->packedfile);
sound->packedfile = nullptr;
}
sound_free_audio(sound);
BKE_sound_free_waveform(sound);
if (sound->spinlock) {
BLI_spin_end(static_cast<SpinLock *>(sound->spinlock));
MEM_freeN(sound->spinlock);
sound->spinlock = nullptr;
}
}
static void sound_foreach_id(ID *id, LibraryForeachIDData *data)
{
bSound *sound = reinterpret_cast<bSound *>(id);
const int flag = BKE_lib_query_foreachid_process_flags_get(data);
if (flag & IDWALK_DO_DEPRECATED_POINTERS) {
BKE_LIB_FOREACHID_PROCESS_ID_NOCHECK(data, sound->ipo, IDWALK_CB_USER);
}
}
static void sound_foreach_cache(ID *id,
IDTypeForeachCacheFunctionCallback function_callback,
void *user_data)
{
bSound *sound = (bSound *)id;
IDCacheKey key{};
key.id_session_uid = id->session_uid;
key.identifier = offsetof(bSound, waveform);
function_callback(id, &key, &sound->waveform, 0, user_data);
}
static void sound_foreach_path(ID *id, BPathForeachPathData *bpath_data)
{
bSound *sound = (bSound *)id;
if (sound->packedfile != nullptr && (bpath_data->flag & BKE_BPATH_FOREACH_PATH_SKIP_PACKED) != 0)
{
return;
}
/* FIXME: This does not check for empty path... */
BKE_bpath_foreach_path_fixed_process(bpath_data, sound->filepath, sizeof(sound->filepath));
}
static void sound_blend_write(BlendWriter *writer, ID *id, const void *id_address)
{
bSound *sound = (bSound *)id;
const bool is_undo = BLO_write_is_undo(writer);
/* Clean up, important in undo case to reduce false detection of changed datablocks. */
sound->tags = 0;
sound->handle = nullptr;
sound->playback_handle = nullptr;
sound->spinlock = nullptr;
/* Do not store packed files in case this is a library override ID. */
if (ID_IS_OVERRIDE_LIBRARY(sound) && !is_undo) {
sound->packedfile = nullptr;
}
/* write LibData */
BLO_write_id_struct(writer, bSound, id_address, &sound->id);
BKE_id_blend_write(writer, &sound->id);
BKE_packedfile_blend_write(writer, sound->packedfile);
}
static void sound_blend_read_data(BlendDataReader *reader, ID *id)
{
bSound *sound = (bSound *)id;
sound->tags = 0;
sound->handle = nullptr;
sound->playback_handle = nullptr;
/* versioning stuff, if there was a cache, then we enable caching: */
if (sound->cache) {
sound->flags |= SOUND_FLAGS_CACHING;
sound->cache = nullptr;
}
if (BLO_read_data_is_undo(reader)) {
sound->tags |= SOUND_TAGS_WAVEFORM_NO_RELOAD;
}
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(static_cast<SpinLock *>(sound->spinlock));
/* clear waveform loading flag */
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BKE_packedfile_blend_read(reader, &sound->packedfile);
BKE_packedfile_blend_read(reader, &sound->newpackedfile);
}
IDTypeInfo IDType_ID_SO = {
/*id_code*/ ID_SO,
/*id_filter*/ FILTER_ID_SO,
/*dependencies_id_types*/ 0,
/*main_listbase_index*/ INDEX_ID_SO,
/*struct_size*/ sizeof(bSound),
/*name*/ "Sound",
/*name_plural*/ N_("sounds"),
/*translation_context*/ BLT_I18NCONTEXT_ID_SOUND,
/*flags*/ IDTYPE_FLAGS_NO_ANIMDATA | IDTYPE_FLAGS_APPEND_IS_REUSABLE,
/*asset_type_info*/ nullptr,
/* A fuzzy case, think NULLified content is OK here... */
/*init_data*/ nullptr,
/*copy_data*/ sound_copy_data,
/*free_data*/ sound_free_data,
/*make_local*/ nullptr,
/*foreach_id*/ sound_foreach_id,
/*foreach_cache*/ sound_foreach_cache,
/*foreach_path*/ sound_foreach_path,
/*owner_pointer_get*/ nullptr,
/*blend_write*/ sound_blend_write,
/*blend_read_data*/ sound_blend_read_data,
/*blend_read_after_liblink*/ nullptr,
/*blend_read_undo_preserve*/ nullptr,
/*lib_override_apply_post*/ nullptr,
};
#ifdef WITH_AUDASPACE
/* evil globals ;-) */
static char **audio_device_names = nullptr;
#endif
BLI_INLINE void sound_verify_evaluated_id(const ID *id)
{
UNUSED_VARS_NDEBUG(id);
/* This is a bit tricky and not quite reliable, but good enough check.
*
* We don't want audio system handles to be allocated on an original data-blocks, and only want
* them to be allocated on a data-blocks which are result of dependency graph evaluation.
*
* Data-blocks which are covered by a copy-on-evaluation system of dependency graph will have
* LIB_TAG_COPIED_ON_EVAL tag set on them. But if some of data-blocks during its evaluation
* decides to re-allocate its nested one (for example, object evaluation could re-allocate mesh
* when evaluating modifier stack). Such data-blocks will have
* LIB_TAG_COPIED_ON_EVAL_FINAL_RESULT tag set on them.
*
* Additionally, we also allow data-blocks outside of main database. Those can not be "original"
* and could be used as a temporary evaluated result during operations like baking.
*
* NOTE: We consider ID evaluated if ANY of those flags is set. We do NOT require ALL of them.
*/
BLI_assert(id->tag &
(LIB_TAG_COPIED_ON_EVAL | LIB_TAG_COPIED_ON_EVAL_FINAL_RESULT | LIB_TAG_NO_MAIN));
}
bSound *BKE_sound_new_file(Main *bmain, const char *filepath)
{
bSound *sound;
const char *blendfile_path = BKE_main_blendfile_path(bmain);
char filepath_abs[FILE_MAX];
STRNCPY(filepath_abs, filepath);
BLI_path_abs(filepath_abs, blendfile_path);
sound = static_cast<bSound *>(BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0));
STRNCPY(sound->filepath, filepath);
// sound->type = SOUND_TYPE_FILE; /* UNUSED. */
/* Extract sound specs for bSound */
SoundInfo info;
bool success = BKE_sound_info_get(bmain, sound, &info);
if (success) {
sound->samplerate = info.specs.samplerate;
sound->audio_channels = info.specs.channels;
}
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(static_cast<SpinLock *>(sound->spinlock));
BKE_sound_reset_runtime(sound);
return sound;
}
bSound *BKE_sound_new_file_exists_ex(Main *bmain, const char *filepath, bool *r_exists)
{
bSound *sound;
char filepath_abs[FILE_MAX], filepath_test[FILE_MAX];
STRNCPY(filepath_abs, filepath);
BLI_path_abs(filepath_abs, BKE_main_blendfile_path(bmain));
/* first search an identical filepath */
for (sound = static_cast<bSound *>(bmain->sounds.first); sound;
sound = static_cast<bSound *>(sound->id.next))
{
STRNCPY(filepath_test, sound->filepath);
BLI_path_abs(filepath_test, ID_BLEND_PATH(bmain, &sound->id));
if (BLI_path_cmp(filepath_test, filepath_abs) == 0) {
id_us_plus(&sound->id); /* officially should not, it doesn't link here! */
if (r_exists) {
*r_exists = true;
}
return sound;
}
}
if (r_exists) {
*r_exists = false;
}
return BKE_sound_new_file(bmain, filepath);
}
bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath)
{
return BKE_sound_new_file_exists_ex(bmain, filepath, nullptr);
}
static void sound_free_audio(bSound *sound)
{
#ifdef WITH_AUDASPACE
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = nullptr;
sound->playback_handle = nullptr;
}
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = nullptr;
}
#else
UNUSED_VARS(sound);
#endif /* WITH_AUDASPACE */
}
#ifdef WITH_AUDASPACE
static const char *force_device = nullptr;
# ifdef WITH_JACK
static SoundJackSyncCallback sound_jack_sync_callback = nullptr;
static void sound_sync_callback(void *data, int mode, float time)
{
if (sound_jack_sync_callback == nullptr) {
return;
}
Main *bmain = (Main *)data;
sound_jack_sync_callback(bmain, mode, time);
}
# endif
void BKE_sound_force_device(const char *device)
{
force_device = device;
}
void BKE_sound_init_once()
{
AUD_initOnce();
atexit(BKE_sound_exit_once);
}
static AUD_Device *sound_device = nullptr;
void *BKE_sound_get_device()
{
return sound_device;
}
void BKE_sound_init(Main *bmain)
{
/* Make sure no instance of the sound system is running, otherwise we get leaks. */
BKE_sound_exit();
AUD_DeviceSpecs specs;
int device, buffersize;
const char *device_name;
device = U.audiodevice;
buffersize = U.mixbufsize;
specs.channels = AUD_Channels(U.audiochannels);
specs.format = AUD_SampleFormat(U.audioformat);
specs.rate = U.audiorate;
if (force_device == nullptr) {
int i;
char **names = BKE_sound_get_device_names();
device_name = names[0];
/* make sure device is within the bounds of the array */
for (i = 0; names[i]; i++) {
if (i == device) {
device_name = names[i];
}
}
}
else {
device_name = force_device;
}
if (buffersize < 128) {
buffersize = 1024;
}
if (specs.rate < AUD_RATE_8000) {
specs.rate = AUD_RATE_48000;
}
if (specs.format <= AUD_FORMAT_INVALID) {
specs.format = AUD_FORMAT_S16;
}
if (specs.channels <= AUD_CHANNELS_INVALID) {
specs.channels = AUD_CHANNELS_STEREO;
}
if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender"))) {
sound_device = AUD_init("None", specs, buffersize, "Blender");
}
BKE_sound_init_main(bmain);
}
void BKE_sound_init_main(Main *bmain)
{
# ifdef WITH_JACK
if (sound_device) {
AUD_setSynchronizerCallback(sound_sync_callback, bmain);
}
# else
UNUSED_VARS(bmain);
# endif
}
void BKE_sound_exit()
{
AUD_exit(sound_device);
sound_device = nullptr;
}
void BKE_sound_exit_once()
{
AUD_exit(sound_device);
sound_device = nullptr;
AUD_exitOnce();
if (audio_device_names != nullptr) {
int i;
for (i = 0; audio_device_names[i]; i++) {
free(audio_device_names[i]);
}
free(audio_device_names);
audio_device_names = nullptr;
}
}
/* XXX unused currently */
# if 0
bSound *BKE_sound_new_buffer(Main *bmain, bSound *source)
{
bSound *sound = nullptr;
char name[MAX_ID_NAME + 5];
BLI_string_join(name, sizeof(name), "buf_", source->id.name);
sound = BKE_libblock_alloc(bmain, ID_SO, name);
sound->child_sound = source;
sound->type = SOUND_TYPE_BUFFER;
sound_load(bmain, sound);
return sound;
}
bSound *BKE_sound_new_limiter(Main *bmain, bSound *source, float start, float end)
{
bSound *sound = nullptr;
char name[MAX_ID_NAME + 5];
BLI_string_join(name, sizeof(name), "lim_", source->id.name);
sound = BKE_libblock_alloc(bmain, ID_SO, name);
sound->child_sound = source;
sound->start = start;
sound->end = end;
sound->type = SOUND_TYPE_LIMITER;
sound_load(bmain, sound);
return sound;
}
# endif
void BKE_sound_cache(bSound *sound)
{
sound_verify_evaluated_id(&sound->id);
if (sound->cache) {
AUD_Sound_free(sound->cache);
}
sound->cache = AUD_Sound_cache(sound->handle);
if (sound->cache) {
sound->playback_handle = sound->cache;
}
else {
sound->playback_handle = sound->handle;
}
}
void BKE_sound_delete_cache(bSound *sound)
{
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = nullptr;
sound->playback_handle = sound->handle;
}
}
static void sound_load_audio(Main *bmain, bSound *sound, bool free_waveform)
{
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = nullptr;
}
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = nullptr;
sound->playback_handle = nullptr;
}
if (free_waveform) {
BKE_sound_free_waveform(sound);
}
/* XXX unused currently */
# if 0
switch (sound->type) {
case SOUND_TYPE_FILE:
# endif
{
char fullpath[FILE_MAX];
/* load sound */
PackedFile *pf = sound->packedfile;
/* Don't modify `sound->filepath`, only change a copy. */
STRNCPY(fullpath, sound->filepath);
BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
/* but we need a packed file then */
if (pf) {
sound->handle = AUD_Sound_bufferFile((uchar *)pf->data, pf->size);
}
else {
/* or else load it from disk */
sound->handle = AUD_Sound_file(fullpath);
}
}
/* XXX unused currently */
# if 0
break;
}
case SOUND_TYPE_BUFFER:
if (sound->child_sound && sound->child_sound->handle) {
sound->handle = AUD_bufferSound(sound->child_sound->handle);
}
break;
case SOUND_TYPE_LIMITER:
if (sound->child_sound && sound->child_sound->handle) {
sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end);
}
break;
}
# endif
if (sound->flags & SOUND_FLAGS_MONO) {
void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
AUD_Sound_free(sound->handle);
sound->handle = handle;
}
if (sound->flags & SOUND_FLAGS_CACHING) {
sound->cache = AUD_Sound_cache(sound->handle);
}
if (sound->cache) {
sound->playback_handle = sound->cache;
}
else {
sound->playback_handle = sound->handle;
}
}
void BKE_sound_load(Main *bmain, bSound *sound)
{
sound_verify_evaluated_id(&sound->id);
sound_load_audio(bmain, sound, true);
}
AUD_Device *BKE_sound_mixdown(const Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
sound_verify_evaluated_id(&scene->id);
return AUD_openMixdownDevice(
specs, scene->sound_scene, volume, AUD_RESAMPLE_QUALITY_MEDIUM, start / FPS);
}
void BKE_sound_create_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
/* should be done in version patch, but this gets called before */
if (scene->r.frs_sec_base == 0) {
scene->r.frs_sec_base = 1;
}
scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene,
AUD_DistanceModel(scene->audio.distance_model));
scene->playback_handle = nullptr;
scene->sound_scrub_handle = nullptr;
scene->speaker_handles = nullptr;
}
void BKE_sound_destroy_scene(Scene *scene)
{
if (scene->playback_handle) {
AUD_Handle_stop(scene->playback_handle);
}
if (scene->sound_scrub_handle) {
AUD_Handle_stop(scene->sound_scrub_handle);
}
if (scene->speaker_handles) {
void *handle;
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_Sequence_remove(scene->sound_scene, handle);
}
AUD_destroySet(scene->speaker_handles);
}
if (scene->sound_scene) {
AUD_Sequence_free(scene->sound_scene);
}
}
void BKE_sound_lock()
{
AUD_Device_lock(sound_device);
}
void BKE_sound_unlock()
{
AUD_Device_unlock(sound_device);
}
void BKE_sound_reset_scene_specs(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene) {
AUD_Specs specs;
specs.channels = AUD_Device_getChannels(sound_device);
specs.rate = AUD_Device_getRate(sound_device);
AUD_Sequence_setSpecs(scene->sound_scene, specs);
}
}
void BKE_sound_mute_scene(Scene *scene, int muted)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene) {
AUD_Sequence_setMuted(scene->sound_scene, muted);
}
}
void BKE_sound_update_fps(Main *bmain, Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene) {
AUD_Sequence_setFPS(scene->sound_scene, FPS);
}
SEQ_sound_update_length(bmain, scene);
}
void BKE_sound_update_scene_listener(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene,
AUD_DistanceModel(scene->audio.distance_model));
}
void *BKE_sound_scene_add_scene_sound(
Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
{
sound_verify_evaluated_id(&scene->id);
if (sequence->scene && scene != sequence->scene) {
const double fps = FPS;
return AUD_Sequence_add(scene->sound_scene,
sequence->scene->sound_scene,
startframe / fps,
endframe / fps,
frameskip / fps);
}
return nullptr;
}
void *BKE_sound_scene_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
{
return BKE_sound_scene_add_scene_sound(scene,
sequence,
SEQ_time_left_handle_frame_get(scene, sequence),
SEQ_time_right_handle_frame_get(scene, sequence),
sequence->startofs + sequence->anim_startofs);
}
void *BKE_sound_add_scene_sound(
Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
{
sound_verify_evaluated_id(&scene->id);
/* Happens when sequence's sound data-block was removed. */
if (sequence->sound == nullptr) {
return nullptr;
}
sound_verify_evaluated_id(&sequence->sound->id);
const double fps = FPS;
return AUD_Sequence_add(scene->sound_scene,
sequence->sound->playback_handle,
startframe / fps,
endframe / fps,
frameskip / fps + sequence->sound->offset_time);
}
void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
{
return BKE_sound_add_scene_sound(scene,
sequence,
SEQ_time_left_handle_frame_get(scene, sequence),
SEQ_time_right_handle_frame_get(scene, sequence),
sequence->startofs + sequence->anim_startofs);
}
void BKE_sound_remove_scene_sound(Scene *scene, void *handle)
{
AUD_Sequence_remove(scene->sound_scene, handle);
}
void BKE_sound_mute_scene_sound(void *handle, bool mute)
{
AUD_SequenceEntry_setMuted(handle, mute);
}
void BKE_sound_move_scene_sound(const Scene *scene,
void *handle,
int startframe,
int endframe,
int frameskip,
double audio_offset)
{
sound_verify_evaluated_id(&scene->id);
const double fps = FPS;
AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps + audio_offset);
}
void BKE_sound_move_scene_sound_defaults(Scene *scene, Sequence *sequence)
{
sound_verify_evaluated_id(&scene->id);
if (sequence->scene_sound) {
BKE_sound_move_scene_sound(scene,
sequence->scene_sound,
SEQ_time_left_handle_frame_get(scene, sequence),
SEQ_time_right_handle_frame_get(scene, sequence),
sequence->startofs + sequence->anim_startofs,
0.0);
}
}
void BKE_sound_update_scene_sound(void *handle, bSound *sound)
{
AUD_SequenceEntry_setSound(handle, sound->playback_handle);
}
#endif /* WITH_AUDASPACE */
void BKE_sound_update_sequence_handle(void *handle, void *sound_handle)
{
#ifdef WITH_AUDASPACE
AUD_SequenceEntry_setSound(handle, sound_handle);
#else
UNUSED_VARS(handle, sound_handle);
#endif
}
#ifdef WITH_AUDASPACE
void BKE_sound_set_scene_volume(Scene *scene, float volume)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene == nullptr) {
return;
}
AUD_Sequence_setAnimationData(scene->sound_scene,
AUD_AP_VOLUME,
scene->r.cfra,
&volume,
(scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
}
void BKE_sound_set_scene_sound_volume_at_frame(void *handle,
const int frame,
float volume,
const char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, frame, &volume, animated);
}
void BKE_sound_set_scene_sound_pitch_at_frame(void *handle,
const int frame,
float pitch,
const char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, frame, &pitch, animated);
}
void BKE_sound_set_scene_sound_pitch_constant_range(void *handle,
int frame_start,
int frame_end,
float pitch)
{
frame_start = max_ii(0, frame_start);
frame_end = max_ii(0, frame_end);
AUD_SequenceEntry_setConstantRangeAnimationData(
handle, AUD_AP_PITCH, frame_start, frame_end, &pitch);
}
void BKE_sound_set_scene_sound_pan_at_frame(void *handle,
const int frame,
float pan,
const char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, frame, &pan, animated);
}
void BKE_sound_update_sequencer(Main *main, bSound *sound)
{
BLI_assert_msg(0, "is not supposed to be used, is weird function.");
Scene *scene;
for (scene = static_cast<Scene *>(main->scenes.first); scene;
scene = static_cast<Scene *>(scene->id.next))
{
SEQ_sound_update(scene, sound);
}
}
static void sound_start_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
if (scene->playback_handle) {
AUD_Handle_stop(scene->playback_handle);
}
BKE_sound_reset_scene_specs(scene);
if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1))) {
AUD_Handle_setLoopCount(scene->playback_handle, -1);
}
}
static double get_cur_time(Scene *scene)
{
/* We divide by the current framelen to take into account time remapping.
* Otherwise we will get the wrong starting time which will break A/V sync.
* See #74111 for further details. */
return FRA2TIME((scene->r.cfra + scene->r.subframe) / double(scene->r.framelen));
}
void BKE_sound_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
const double cur_time = get_cur_time(scene);
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) :
AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_Device_unlock(sound_device);
return;
}
}
if (status != AUD_STATUS_PLAYING) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
AUD_Handle_resume(scene->playback_handle);
}
if (scene->audio.flag & AUDIO_SYNC) {
AUD_playSynchronizer();
}
AUD_Device_unlock(sound_device);
}
void BKE_sound_stop_scene(Scene *scene)
{
if (scene->playback_handle) {
AUD_Handle_pause(scene->playback_handle);
if (scene->audio.flag & AUDIO_SYNC) {
AUD_stopSynchronizer();
}
}
}
void BKE_sound_seek_scene(Main *bmain, Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
bScreen *screen;
int animation_playing;
const double one_frame = 1.0 / FPS;
const double cur_time = FRA2TIME(scene->r.cfra);
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) :
AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_Device_unlock(sound_device);
return;
}
AUD_Handle_pause(scene->playback_handle);
}
animation_playing = 0;
for (screen = static_cast<bScreen *>(bmain->screens.first); screen;
screen = static_cast<bScreen *>(screen->id.next))
{
if (screen->animtimer) {
animation_playing = 1;
break;
}
}
if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
AUD_Handle_resume(scene->playback_handle);
if (scene->sound_scrub_handle &&
AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID)
{
AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
}
else {
if (scene->sound_scrub_handle) {
AUD_Handle_stop(scene->sound_scrub_handle);
}
scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
}
}
else {
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
else {
if (status == AUD_STATUS_PLAYING) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
}
}
}
AUD_Device_unlock(sound_device);
}
double BKE_sound_sync_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
/* Ugly: Blender doesn't like it when the animation is played back during rendering */
if (G.is_rendering) {
return NAN_FLT;
}
if (scene->playback_handle) {
if (scene->audio.flag & AUDIO_SYNC) {
return AUD_getSynchronizerPosition(scene->playback_handle);
}
return AUD_Handle_getPosition(scene->playback_handle);
}
return NAN_FLT;
}
int BKE_sound_scene_playing(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
/* Ugly: Blender doesn't like it when the animation is played back during rendering */
if (G.is_rendering) {
return -1;
}
/* In case of a "None" audio device, we have no playback information. */
if (AUD_Device_getRate(sound_device) == AUD_RATE_INVALID) {
return -1;
}
if (scene->audio.flag & AUDIO_SYNC) {
return AUD_isSynchronizerPlaying();
}
return -1;
}
void BKE_sound_free_waveform(bSound *sound)
{
if ((sound->tags & SOUND_TAGS_WAVEFORM_NO_RELOAD) == 0) {
SoundWaveform *waveform = static_cast<SoundWaveform *>(sound->waveform);
if (waveform) {
if (waveform->data) {
MEM_freeN(waveform->data);
}
MEM_freeN(waveform);
}
sound->waveform = nullptr;
}
/* This tag is only valid once. */
sound->tags &= ~SOUND_TAGS_WAVEFORM_NO_RELOAD;
}
void BKE_sound_read_waveform(Main *bmain, bSound *sound, bool *stop)
{
bool need_close_audio_handles = false;
if (sound->playback_handle == nullptr) {
/* TODO(sergey): Make it fully independent audio handle. */
sound_load_audio(bmain, sound, true);
need_close_audio_handles = true;
}
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
SoundWaveform *waveform = static_cast<SoundWaveform *>(
MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform"));
if (info.length > 0) {
int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
waveform->data = static_cast<float *>(
MEM_mallocN(sizeof(float[3]) * length, "SoundWaveform.samples"));
/* Ideally this would take a boolean argument. */
short stop_i16 = *stop;
waveform->length = AUD_readSound(
sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, &stop_i16);
*stop = stop_i16 != 0;
}
else {
/* Create an empty waveform here if the sound couldn't be
* read. This indicates that reading the waveform is "done",
* whereas just setting sound->waveform to nullptr causes other
* code to think the waveform still needs to be created. */
waveform->data = nullptr;
waveform->length = 0;
}
if (*stop) {
if (waveform->data) {
MEM_freeN(waveform->data);
}
MEM_freeN(waveform);
BLI_spin_lock(static_cast<SpinLock *>(sound->spinlock));
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(static_cast<SpinLock *>(sound->spinlock));
return;
}
BKE_sound_free_waveform(sound);
BLI_spin_lock(static_cast<SpinLock *>(sound->spinlock));
sound->waveform = waveform;
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(static_cast<SpinLock *>(sound->spinlock));
if (need_close_audio_handles) {
sound_free_audio(sound);
}
}
static void sound_update_base(Scene *scene, Object *object, void *new_set)
{
Speaker *speaker;
float quat[4];
sound_verify_evaluated_id(&scene->id);
sound_verify_evaluated_id(&object->id);
if ((object->type != OB_SPEAKER) || !object->adt) {
return;
}
LISTBASE_FOREACH (NlaTrack *, track, &object->adt->nla_tracks) {
LISTBASE_FOREACH (NlaStrip *, strip, &track->strips) {
if (strip->type != NLASTRIP_TYPE_SOUND) {
continue;
}
speaker = (Speaker *)object->data;
if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) {
if (speaker->sound) {
AUD_SequenceEntry_move(strip->speaker_handle, double(strip->start) / FPS, FLT_MAX, 0);
}
else {
AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle);
strip->speaker_handle = nullptr;
}
}
else {
if (speaker->sound) {
strip->speaker_handle = AUD_Sequence_add(scene->sound_scene,
speaker->sound->playback_handle,
double(strip->start) / FPS,
FLT_MAX,
0);
AUD_SequenceEntry_setRelative(strip->speaker_handle, 0);
}
}
if (strip->speaker_handle) {
const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED));
AUD_addSet(new_set, strip->speaker_handle);
AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max);
AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min);
AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max);
AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference);
AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation);
AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer);
AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner);
AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer);
mat4_to_quat(quat, object->object_to_world().ptr());
blender::float3 location = object->object_to_world().location();
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_LOCATION, scene->r.cfra, location, 1);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_ORIENTATION, scene->r.cfra, quat, 1);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_VOLUME, scene->r.cfra, &speaker->volume, 1);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_PITCH, scene->r.cfra, &speaker->pitch, 1);
AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle);
AUD_SequenceEntry_setMuted(strip->speaker_handle, mute);
}
}
}
}
void BKE_sound_update_scene(Depsgraph *depsgraph, Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
void *new_set = AUD_createSet();
void *handle;
float quat[4];
/* cheap test to skip looping over all objects (no speakers is a common case) */
if (DEG_id_type_any_exists(depsgraph, ID_SPK)) {
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, object) {
sound_update_base(scene, object, new_set);
}
DEG_OBJECT_ITER_END;
}
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_Sequence_remove(scene->sound_scene, handle);
}
if (scene->camera) {
mat4_to_quat(quat, scene->camera->object_to_world().ptr());
blender::float3 location = scene->camera->object_to_world().location();
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_LOCATION, scene->r.cfra, location, 1);
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, scene->r.cfra, quat, 1);
}
AUD_destroySet(scene->speaker_handles);
scene->speaker_handles = new_set;
}
void *BKE_sound_get_factory(void *sound)
{
return ((bSound *)sound)->playback_handle;
}
float BKE_sound_get_length(Main *bmain, bSound *sound)
{
if (sound->playback_handle != nullptr) {
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
return info.length;
}
SoundInfo info;
if (!BKE_sound_info_get(bmain, sound, &info)) {
return 0.0f;
}
return info.length;
}
char **BKE_sound_get_device_names()
{
if (audio_device_names == nullptr) {
audio_device_names = AUD_getDeviceNames();
}
return audio_device_names;
}
static bool sound_info_from_playback_handle(void *playback_handle, SoundInfo *sound_info)
{
if (playback_handle == nullptr) {
return false;
}
AUD_SoundInfo info = AUD_getInfo(playback_handle);
sound_info->specs.channels = (eSoundChannels)info.specs.channels;
sound_info->length = info.length;
sound_info->specs.samplerate = info.specs.rate;
return true;
}
bool BKE_sound_info_get(Main *main, bSound *sound, SoundInfo *sound_info)
{
if (sound->playback_handle != nullptr) {
return sound_info_from_playback_handle(sound->playback_handle, sound_info);
}
/* TODO(sergey): Make it fully independent audio handle. */
/* Don't free waveforms during non-destructive queries.
* This causes unnecessary recalculation - see #69921 */
sound_load_audio(main, sound, false);
const bool result = sound_info_from_playback_handle(sound->playback_handle, sound_info);
sound_free_audio(sound);
return result;
}
bool BKE_sound_stream_info_get(Main *main,
const char *filepath,
int stream,
SoundStreamInfo *sound_info)
{
const char *blendfile_path = BKE_main_blendfile_path(main);
char filepath_abs[FILE_MAX];
AUD_Sound *sound;
AUD_StreamInfo *stream_infos;
int stream_count;
STRNCPY(filepath_abs, filepath);
BLI_path_abs(filepath_abs, blendfile_path);
sound = AUD_Sound_file(filepath_abs);
if (!sound) {
return false;
}
stream_count = AUD_Sound_getFileStreams(sound, &stream_infos);
AUD_Sound_free(sound);
if (!stream_infos) {
return false;
}
if ((stream < 0) || (stream >= stream_count)) {
free(stream_infos);
return false;
}
sound_info->start = stream_infos[stream].start;
sound_info->duration = stream_infos[stream].duration;
free(stream_infos);
return true;
}
#else /* WITH_AUDASPACE */
# include "BLI_utildefines.h"
void BKE_sound_force_device(const char * /*device*/) {}
void BKE_sound_init_once() {}
void BKE_sound_init(Main * /*bmain*/) {}
void BKE_sound_exit() {}
void BKE_sound_exit_once() {}
void BKE_sound_cache(bSound * /*sound*/) {}
void BKE_sound_delete_cache(bSound * /*sound*/) {}
void BKE_sound_load(Main * /*bmain*/, bSound * /*sound*/) {}
void BKE_sound_create_scene(Scene * /*scene*/) {}
void BKE_sound_destroy_scene(Scene * /*scene*/) {}
void BKE_sound_lock() {}
void BKE_sound_unlock() {}
void BKE_sound_reset_scene_specs(Scene * /*scene*/) {}
void BKE_sound_mute_scene(Scene * /*scene*/, int /*muted*/) {}
void *BKE_sound_scene_add_scene_sound(Scene * /*scene*/,
Sequence * /*sequence*/,
int /*startframe*/,
int /*endframe*/,
int /*frameskip*/)
{
return nullptr;
}
void *BKE_sound_scene_add_scene_sound_defaults(Scene * /*scene*/, Sequence * /*sequence*/)
{
return nullptr;
}
void *BKE_sound_add_scene_sound(Scene * /*scene*/,
Sequence * /*sequence*/,
int /*startframe*/,
int /*endframe*/,
int /*frameskip*/)
{
return nullptr;
}
void *BKE_sound_add_scene_sound_defaults(Scene * /*scene*/, Sequence * /*sequence*/)
{
return nullptr;
}
void BKE_sound_remove_scene_sound(Scene * /*scene*/, void * /*handle*/) {}
void BKE_sound_mute_scene_sound(void * /*handle*/, bool /*mute*/) {}
void BKE_sound_move_scene_sound(const Scene * /*scene*/,
void * /*handle*/,
int /*startframe*/,
int /*endframe*/,
int /*frameskip*/,
double /*audio_offset*/)
{
}
void BKE_sound_move_scene_sound_defaults(Scene * /*scene*/, Sequence * /*sequence*/) {}
void BKE_sound_play_scene(Scene * /*scene*/) {}
void BKE_sound_stop_scene(Scene * /*scene*/) {}
void BKE_sound_seek_scene(Main * /*bmain*/, Scene * /*scene*/) {}
double BKE_sound_sync_scene(Scene * /*scene*/)
{
return NAN_FLT;
}
int BKE_sound_scene_playing(Scene * /*scene*/)
{
return -1;
}
void BKE_sound_read_waveform(Main *bmain,
bSound *sound,
/* NOLINTNEXTLINE: readability-non-const-parameter. */
bool *stop)
{
UNUSED_VARS(sound, stop, bmain);
}
void BKE_sound_init_main(Main * /*bmain*/) {}
void BKE_sound_update_sequencer(Main * /*main*/, bSound * /*sound*/) {}
void BKE_sound_update_scene(Depsgraph * /*depsgraph*/, Scene * /*scene*/) {}
void BKE_sound_update_scene_sound(void * /*handle*/, bSound * /*sound*/) {}
void BKE_sound_update_scene_listener(Scene * /*scene*/) {}
void BKE_sound_update_fps(Main * /*bmain*/, Scene * /*scene*/) {}
void BKE_sound_set_scene_sound_volume_at_frame(void * /*handle*/,
int /* frame */,
float /*volume*/,
char /*animated*/)
{
}
void BKE_sound_set_scene_sound_pan_at_frame(void * /*handle*/,
int /* frame */,
float /*pan*/,
char /*animated*/)
{
}
void BKE_sound_set_scene_volume(Scene * /*scene*/, float /*volume*/) {}
void BKE_sound_set_scene_sound_pitch_at_frame(void * /*handle*/,
int /*frame*/,
float /*pitch*/,
char /*animated*/)
{
}
void BKE_sound_set_scene_sound_pitch_constant_range(void * /*handle*/,
int /*frame_start*/,
int /*frame_end*/,
float /*pitch*/)
{
}
float BKE_sound_get_length(Main * /*bmain*/, bSound * /*sound*/)
{
return 0;
}
char **BKE_sound_get_device_names()
{
static char *names[1] = {nullptr};
return names;
}
void BKE_sound_free_waveform(bSound * /*sound*/) {}
bool BKE_sound_info_get(Main * /*main*/, bSound * /*sound*/, SoundInfo * /*sound_info*/)
{
return false;
}
bool BKE_sound_stream_info_get(Main * /*main*/,
const char * /*filepath*/,
int /*stream*/,
SoundStreamInfo * /*sound_info*/)
{
return false;
}
#endif /* WITH_AUDASPACE */
void BKE_sound_reset_scene_runtime(Scene *scene)
{
scene->sound_scene = nullptr;
scene->playback_handle = nullptr;
scene->sound_scrub_handle = nullptr;
scene->speaker_handles = nullptr;
}
void BKE_sound_ensure_scene(Scene *scene)
{
if (scene->sound_scene != nullptr) {
return;
}
BKE_sound_create_scene(scene);
}
void BKE_sound_reset_runtime(bSound *sound)
{
sound->cache = nullptr;
sound->playback_handle = nullptr;
}
void BKE_sound_ensure_loaded(Main *bmain, bSound *sound)
{
if (sound->cache != nullptr) {
return;
}
BKE_sound_load(bmain, sound);
}
void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback)
{
#if defined(WITH_AUDASPACE) && defined(WITH_JACK)
sound_jack_sync_callback = callback;
#else
UNUSED_VARS(callback);
#endif
}
void BKE_sound_jack_scene_update(Scene *scene, int mode, double time)
{
sound_verify_evaluated_id(&scene->id);
/* Ugly: Blender doesn't like it when the animation is played back during rendering. */
if (G.is_rendering) {
return;
}
if (mode) {
BKE_sound_play_scene(scene);
}
else {
BKE_sound_stop_scene(scene);
}
#ifdef WITH_AUDASPACE
if (scene->playback_handle != nullptr) {
AUD_Handle_setPosition(scene->playback_handle, time);
}
#else
UNUSED_VARS(time);
#endif
}
void BKE_sound_evaluate(Depsgraph *depsgraph, Main *bmain, bSound *sound)
{
DEG_debug_print_eval(depsgraph, __func__, sound->id.name, sound);
if (sound->id.recalc & ID_RECALC_SOURCE) {
/* Sequencer checks this flag to see if the strip sound is to be updated from the Audaspace
* side. */
sound->id.recalc |= ID_RECALC_AUDIO;
}
if (sound->id.recalc & ID_RECALC_AUDIO) {
BKE_sound_load(bmain, sound);
return;
}
BKE_sound_ensure_loaded(bmain, sound);
}