1727 lines
51 KiB
C++
1727 lines
51 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include <chrono>
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#include <condition_variable>
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#include <cstdlib>
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#include <cstring>
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#include <mutex>
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#include <optional>
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#include <thread>
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#include "MEM_guardedalloc.h"
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#include "BLI_build_config.h"
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#include "BLI_listbase.h"
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#include "BLI_math_base.h"
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#include "BLI_math_rotation.h"
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#include "BLI_path_utils.hh"
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#include "BLI_string.h"
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#include "BLI_threads.h"
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#include "BLT_translation.hh"
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/* Allow using deprecated functionality for .blend file I/O. */
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#define DNA_DEPRECATED_ALLOW
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#include "DNA_anim_types.h"
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#include "DNA_object_types.h"
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#include "DNA_packedFile_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_sequence_types.h"
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#include "DNA_sound_types.h"
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#include "DNA_speaker_types.h"
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#include "DNA_userdef_types.h"
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#ifdef WITH_AUDASPACE
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# include "../../../intern/audaspace/intern/AUD_Set.h"
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# include <AUD_Handle.h>
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# include <AUD_Sequence.h>
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# include <AUD_Sound.h>
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# include <AUD_Special.h>
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#endif
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#include "BKE_bpath.hh"
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#include "BKE_global.hh"
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#include "BKE_idtype.hh"
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#include "BKE_lib_id.hh"
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#include "BKE_lib_query.hh"
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#include "BKE_library.hh"
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#include "BKE_main.hh"
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#include "BKE_packedFile.hh"
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#include "BKE_sound.h"
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_query.hh"
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#include "BLO_read_write.hh"
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#include "SEQ_sound.hh"
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#include "SEQ_time.hh"
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#include "CLG_log.h"
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static void sound_free_audio(bSound *sound);
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static void sound_copy_data(Main * /*bmain*/,
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std::optional<Library *> /*owner_library*/,
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ID *id_dst,
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const ID *id_src,
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const int /*flag*/)
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{
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bSound *sound_dst = (bSound *)id_dst;
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const bSound *sound_src = (const bSound *)id_src;
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sound_dst->handle = nullptr;
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sound_dst->cache = nullptr;
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sound_dst->waveform = nullptr;
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sound_dst->playback_handle = nullptr;
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sound_dst->spinlock = (void *)MEM_mallocN<SpinLock>("sound_spinlock");
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BLI_spin_init(static_cast<SpinLock *>(sound_dst->spinlock));
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/* Just to be sure, should not have any value actually after reading time. */
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sound_dst->ipo = nullptr;
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sound_dst->newpackedfile = nullptr;
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if (sound_src->packedfile != nullptr) {
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sound_dst->packedfile = BKE_packedfile_duplicate(sound_src->packedfile);
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}
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BKE_sound_reset_runtime(sound_dst);
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}
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static void sound_free_data(ID *id)
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{
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bSound *sound = (bSound *)id;
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/* No animation-data here. */
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if (sound->packedfile) {
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BKE_packedfile_free(sound->packedfile);
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sound->packedfile = nullptr;
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}
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sound_free_audio(sound);
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BKE_sound_free_waveform(sound);
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if (sound->spinlock) {
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BLI_spin_end(static_cast<SpinLock *>(sound->spinlock));
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/* The void cast is needed when building without TBB. */
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MEM_freeN((void *)static_cast<SpinLock *>(sound->spinlock));
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sound->spinlock = nullptr;
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}
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}
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static void sound_foreach_id(ID *id, LibraryForeachIDData *data)
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{
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bSound *sound = reinterpret_cast<bSound *>(id);
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const int flag = BKE_lib_query_foreachid_process_flags_get(data);
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if (flag & IDWALK_DO_DEPRECATED_POINTERS) {
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BKE_LIB_FOREACHID_PROCESS_ID_NOCHECK(data, sound->ipo, IDWALK_CB_USER);
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}
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}
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static void sound_foreach_cache(ID *id,
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IDTypeForeachCacheFunctionCallback function_callback,
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void *user_data)
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{
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bSound *sound = (bSound *)id;
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IDCacheKey key{};
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key.id_session_uid = id->session_uid;
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key.identifier = offsetof(bSound, waveform);
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function_callback(id, &key, &sound->waveform, 0, user_data);
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}
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static void sound_foreach_path(ID *id, BPathForeachPathData *bpath_data)
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{
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bSound *sound = (bSound *)id;
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if (sound->packedfile != nullptr && (bpath_data->flag & BKE_BPATH_FOREACH_PATH_SKIP_PACKED) != 0)
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{
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return;
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}
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/* FIXME: This does not check for empty path... */
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BKE_bpath_foreach_path_fixed_process(bpath_data, sound->filepath, sizeof(sound->filepath));
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}
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static void sound_blend_write(BlendWriter *writer, ID *id, const void *id_address)
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{
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bSound *sound = (bSound *)id;
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const bool is_undo = BLO_write_is_undo(writer);
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/* Clean up, important in undo case to reduce false detection of changed datablocks. */
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sound->tags = 0;
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sound->handle = nullptr;
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sound->playback_handle = nullptr;
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sound->spinlock = nullptr;
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/* Do not store packed files in case this is a library override ID. */
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if (ID_IS_OVERRIDE_LIBRARY(sound) && !is_undo) {
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sound->packedfile = nullptr;
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}
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/* write LibData */
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BLO_write_id_struct(writer, bSound, id_address, &sound->id);
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BKE_id_blend_write(writer, &sound->id);
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BKE_packedfile_blend_write(writer, sound->packedfile);
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}
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static void sound_blend_read_data(BlendDataReader *reader, ID *id)
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{
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bSound *sound = (bSound *)id;
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sound->tags = 0;
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sound->handle = nullptr;
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sound->playback_handle = nullptr;
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/* versioning stuff, if there was a cache, then we enable caching: */
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if (sound->cache) {
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sound->flags |= SOUND_FLAGS_CACHING;
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sound->cache = nullptr;
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}
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if (BLO_read_data_is_undo(reader)) {
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sound->tags |= SOUND_TAGS_WAVEFORM_NO_RELOAD;
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}
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sound->spinlock = (void *)MEM_mallocN<SpinLock>("sound_spinlock");
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BLI_spin_init(static_cast<SpinLock *>(sound->spinlock));
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/* clear waveform loading flag */
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sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
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BKE_packedfile_blend_read(reader, &sound->packedfile, sound->filepath);
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BKE_packedfile_blend_read(reader, &sound->newpackedfile, sound->filepath);
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}
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IDTypeInfo IDType_ID_SO = {
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/*id_code*/ bSound::id_type,
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/*id_filter*/ FILTER_ID_SO,
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/*dependencies_id_types*/ 0,
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/*main_listbase_index*/ INDEX_ID_SO,
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/*struct_size*/ sizeof(bSound),
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/*name*/ "Sound",
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/*name_plural*/ N_("sounds"),
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/*translation_context*/ BLT_I18NCONTEXT_ID_SOUND,
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/*flags*/ IDTYPE_FLAGS_NO_ANIMDATA | IDTYPE_FLAGS_APPEND_IS_REUSABLE,
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/*asset_type_info*/ nullptr,
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/* A fuzzy case, think NULLified content is OK here... */
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/*init_data*/ nullptr,
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/*copy_data*/ sound_copy_data,
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/*free_data*/ sound_free_data,
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/*make_local*/ nullptr,
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/*foreach_id*/ sound_foreach_id,
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/*foreach_cache*/ sound_foreach_cache,
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/*foreach_path*/ sound_foreach_path,
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/*owner_pointer_get*/ nullptr,
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/*blend_write*/ sound_blend_write,
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/*blend_read_data*/ sound_blend_read_data,
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/*blend_read_after_liblink*/ nullptr,
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/*blend_read_undo_preserve*/ nullptr,
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/*lib_override_apply_post*/ nullptr,
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};
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#ifdef WITH_AUDASPACE
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/* evil globals ;-) */
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static char **audio_device_names = nullptr;
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#endif
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BLI_INLINE void sound_verify_evaluated_id(const ID *id)
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{
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UNUSED_VARS_NDEBUG(id);
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/* This is a bit tricky and not quite reliable, but good enough check.
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*
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* We don't want audio system handles to be allocated on an original data-blocks, and only want
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* them to be allocated on a data-blocks which are result of dependency graph evaluation.
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*
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* Data-blocks which are covered by a copy-on-evaluation system of dependency graph will have
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* ID_TAG_COPIED_ON_EVAL tag set on them. But if some of data-blocks during its evaluation
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* decides to re-allocate its nested one (for example, object evaluation could re-allocate mesh
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* when evaluating modifier stack). Such data-blocks will have
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* ID_TAG_COPIED_ON_EVAL_FINAL_RESULT tag set on them.
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*
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* Additionally, we also allow data-blocks outside of main database. Those can not be "original"
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* and could be used as a temporary evaluated result during operations like baking.
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*
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* NOTE: We consider ID evaluated if ANY of those flags is set. We do NOT require ALL of them.
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*/
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BLI_assert(id->tag &
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(ID_TAG_COPIED_ON_EVAL | ID_TAG_COPIED_ON_EVAL_FINAL_RESULT | ID_TAG_NO_MAIN));
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}
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bSound *BKE_sound_new_file(Main *bmain, const char *filepath)
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{
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bSound *sound;
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const char *blendfile_path = BKE_main_blendfile_path(bmain);
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char filepath_abs[FILE_MAX];
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STRNCPY(filepath_abs, filepath);
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BLI_path_abs(filepath_abs, blendfile_path);
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sound = static_cast<bSound *>(BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0));
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STRNCPY(sound->filepath, filepath);
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// sound->type = SOUND_TYPE_FILE; /* UNUSED. */
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/* Extract sound specs for bSound */
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SoundInfo info;
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bool success = BKE_sound_info_get(bmain, sound, &info);
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if (success) {
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sound->samplerate = info.specs.samplerate;
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sound->audio_channels = info.specs.channels;
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}
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sound->spinlock = (void *)MEM_mallocN<SpinLock>("sound_spinlock");
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BLI_spin_init(static_cast<SpinLock *>(sound->spinlock));
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BKE_sound_reset_runtime(sound);
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return sound;
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}
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bSound *BKE_sound_new_file_exists_ex(Main *bmain, const char *filepath, bool *r_exists)
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{
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bSound *sound;
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char filepath_abs[FILE_MAX], filepath_test[FILE_MAX];
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STRNCPY(filepath_abs, filepath);
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BLI_path_abs(filepath_abs, BKE_main_blendfile_path(bmain));
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/* first search an identical filepath */
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for (sound = static_cast<bSound *>(bmain->sounds.first); sound;
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sound = static_cast<bSound *>(sound->id.next))
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{
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STRNCPY(filepath_test, sound->filepath);
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BLI_path_abs(filepath_test, ID_BLEND_PATH(bmain, &sound->id));
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if (BLI_path_cmp(filepath_test, filepath_abs) == 0) {
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id_us_plus(&sound->id); /* officially should not, it doesn't link here! */
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if (r_exists) {
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*r_exists = true;
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}
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return sound;
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}
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}
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if (r_exists) {
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*r_exists = false;
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}
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return BKE_sound_new_file(bmain, filepath);
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}
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bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath)
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{
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return BKE_sound_new_file_exists_ex(bmain, filepath, nullptr);
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}
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static void sound_free_audio(bSound *sound)
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{
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#ifdef WITH_AUDASPACE
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if (sound->handle) {
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AUD_Sound_free(sound->handle);
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sound->handle = nullptr;
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sound->playback_handle = nullptr;
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}
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if (sound->cache) {
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AUD_Sound_free(sound->cache);
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sound->cache = nullptr;
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}
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#else
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UNUSED_VARS(sound);
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#endif /* WITH_AUDASPACE */
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}
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#ifdef WITH_AUDASPACE
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static CLG_LogRef LOG = {"bke.sound"};
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namespace {
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struct GlobalState {
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const char *force_device = nullptr;
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/* Parameters of the opened device */
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const char *device_name = nullptr;
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AUD_DeviceSpecs initialized_specs;
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/* Device handle and its synchronization mutex. */
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AUD_Device *sound_device = nullptr;
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int buffer_size = 0;
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std::mutex sound_device_mutex;
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bool need_exit = false;
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bool use_delayed_close = true;
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std::thread delayed_close_thread;
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std::condition_variable delayed_close_cv;
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int num_device_users = 0;
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std::chrono::time_point<std::chrono::steady_clock> last_user_disconnect_time_point;
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};
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GlobalState g_state;
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} // namespace
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static void sound_device_close_no_lock()
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{
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if (g_state.sound_device) {
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CLOG_INFO(&LOG, 3, "Closing audio device");
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AUD_exit(g_state.sound_device);
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g_state.sound_device = nullptr;
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}
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}
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static void sound_device_open_no_lock(AUD_DeviceSpecs requested_specs)
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{
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BLI_assert(!g_state.sound_device);
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CLOG_INFO(&LOG, 3, "Opening audio device name:%s", g_state.device_name);
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g_state.sound_device = AUD_init(
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g_state.device_name, requested_specs, g_state.buffer_size, "Blender");
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if (!g_state.sound_device) {
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g_state.sound_device = AUD_init("None", requested_specs, g_state.buffer_size, "Blender");
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}
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g_state.initialized_specs.channels = AUD_Device_getChannels(g_state.sound_device);
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g_state.initialized_specs.rate = AUD_Device_getRate(g_state.sound_device);
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g_state.initialized_specs.format = AUD_Device_getFormat(g_state.sound_device);
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}
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static void sound_device_use_begin()
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{
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++g_state.num_device_users;
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if (g_state.sound_device) {
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return;
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}
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sound_device_open_no_lock(g_state.initialized_specs);
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}
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static void sound_device_use_end_after(const std::chrono::milliseconds after_ms)
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{
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--g_state.num_device_users;
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if (g_state.num_device_users == 0) {
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g_state.last_user_disconnect_time_point = std::chrono::steady_clock::now() + after_ms;
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g_state.delayed_close_cv.notify_one();
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}
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}
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static void sound_device_use_end()
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{
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sound_device_use_end_after(std::chrono::milliseconds(0));
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}
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/* Return true if we need a thread which checks for device usage and closes it when it is inactive.
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* Only runtime-invariant checks are done here, such as possible platform-specific requirements.
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*/
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static bool sound_use_close_thread()
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{
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# if OS_MAC
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/* Closing audio device on macOS prior to 15.2 could lead to interference with other software.
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* See #121911 for details. */
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if (__builtin_available(macOS 15.2, *)) {
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return true;
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}
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return false;
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# else
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return true;
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# endif
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}
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static void delayed_close_thread_run()
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{
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constexpr std::chrono::milliseconds device_close_delay{30000};
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std::unique_lock lock(g_state.sound_device_mutex);
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while (!g_state.need_exit) {
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if (!g_state.use_delayed_close) {
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CLOG_INFO(&LOG, 3, "Delayed device close is disabled");
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/* Don't do anything here as delayed close is disabled.
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* Wait so that we don't spin around in the while loop. */
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g_state.delayed_close_cv.wait(lock);
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continue;
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}
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if (g_state.num_device_users == 0) {
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if (g_state.sound_device == nullptr) {
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/* There are no device users, wait until there is device to be waited for to close. */
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g_state.delayed_close_cv.wait(lock);
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}
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else {
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g_state.delayed_close_cv.wait_until(
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lock, g_state.last_user_disconnect_time_point + device_close_delay);
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}
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}
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else {
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/* If there are active device users wait indefinitely, until the system is requested to be
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* closed or the user stops using device.
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* It is not really guaranteed that the CV is notified for every user that stops using
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* device, only the last one is guaranteed to notify the CV. */
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g_state.delayed_close_cv.wait(lock);
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}
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if (g_state.need_exit) {
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CLOG_INFO(&LOG, 3, "System exit requested");
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break;
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}
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if (!g_state.use_delayed_close) {
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/* Take into account corner case where you switch from a delayed close device while Blender
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* is running and a delayed close has already been queued up. */
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continue;
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}
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if (!g_state.sound_device) {
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CLOG_INFO(&LOG, 3, "Device is not open, nothing to do");
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continue;
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}
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CLOG_INFO(&LOG, 3, "Checking last device usage and timestamp");
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if (g_state.num_device_users) {
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CLOG_INFO(&LOG, 3, "Device is used by %d user(s)", g_state.num_device_users);
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continue;
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}
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|
|
const std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
|
|
if ((now - g_state.last_user_disconnect_time_point) >= device_close_delay) {
|
|
sound_device_close_no_lock();
|
|
}
|
|
}
|
|
|
|
CLOG_INFO(&LOG, 3, "Delayed device close thread finished");
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void BKE_sound_force_device(const char *device)
|
|
{
|
|
g_state.force_device = device;
|
|
}
|
|
|
|
void BKE_sound_init_once()
|
|
{
|
|
AUD_initOnce();
|
|
if (sound_use_close_thread()) {
|
|
CLOG_INFO(&LOG, 2, "Using delayed device close thread");
|
|
g_state.delayed_close_thread = std::thread(delayed_close_thread_run);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_exit()
|
|
{
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
sound_device_close_no_lock();
|
|
}
|
|
|
|
void BKE_sound_exit_once()
|
|
{
|
|
{
|
|
std::unique_lock lock(g_state.sound_device_mutex);
|
|
g_state.need_exit = true;
|
|
}
|
|
|
|
if (g_state.delayed_close_thread.joinable()) {
|
|
g_state.delayed_close_cv.notify_one();
|
|
g_state.delayed_close_thread.join();
|
|
}
|
|
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
sound_device_close_no_lock();
|
|
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;
|
|
}
|
|
}
|
|
|
|
void BKE_sound_init(Main *bmain)
|
|
{
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
/* Make sure no instance of the sound system is running, otherwise we get leaks. */
|
|
sound_device_close_no_lock();
|
|
|
|
AUD_DeviceSpecs requested_specs;
|
|
requested_specs.channels = AUD_Channels(U.audiochannels);
|
|
requested_specs.format = AUD_SampleFormat(U.audioformat);
|
|
requested_specs.rate = U.audiorate;
|
|
|
|
if (g_state.force_device == nullptr) {
|
|
char **names = BKE_sound_get_device_names();
|
|
g_state.device_name = names[0];
|
|
|
|
/* make sure device is within the bounds of the array */
|
|
for (int i = 0; names[i]; i++) {
|
|
if (i == U.audiodevice) {
|
|
g_state.device_name = names[i];
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
g_state.device_name = g_state.force_device;
|
|
}
|
|
|
|
g_state.buffer_size = U.mixbufsize < 128 ? 1024 : U.mixbufsize;
|
|
|
|
if (requested_specs.rate < AUD_RATE_8000) {
|
|
requested_specs.rate = AUD_RATE_48000;
|
|
}
|
|
|
|
if (requested_specs.format <= AUD_FORMAT_INVALID) {
|
|
requested_specs.format = AUD_FORMAT_S16;
|
|
}
|
|
|
|
if (requested_specs.channels <= AUD_CHANNELS_INVALID) {
|
|
requested_specs.channels = AUD_CHANNELS_STEREO;
|
|
}
|
|
|
|
/* Make sure that we have our initalized_specs */
|
|
sound_device_open_no_lock(requested_specs);
|
|
if (STR_ELEM(g_state.device_name, "JACK", "PulseAudio", "PipeWire")) {
|
|
/* JACK:
|
|
* Do not close the device when using JACK. If we close it, we will not be able to
|
|
* respond to JACK audio bus commands.
|
|
*
|
|
* PulseAudio, PipeWire:
|
|
* These APIs are built around the idea that the program using them keeps the device open.
|
|
* Instead it uses audio streams to determine if something is playing back audio or not.
|
|
* These streams are only active when Audaspace is playing back, so we don't need to
|
|
* do anything manually.
|
|
* If we close these devices, it will become very hard and tedious for end users to
|
|
* control the volume or route audio from Blender.
|
|
*/
|
|
g_state.use_delayed_close = false;
|
|
AUD_setSynchronizerCallback(sound_sync_callback, bmain);
|
|
}
|
|
else {
|
|
g_state.use_delayed_close = true;
|
|
sound_device_close_no_lock();
|
|
}
|
|
}
|
|
|
|
void BKE_sound_refresh_callback_bmain(Main *bmain)
|
|
{
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
if (g_state.sound_device) {
|
|
AUD_setSynchronizerCallback(sound_sync_callback, bmain);
|
|
}
|
|
}
|
|
|
|
/* 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()
|
|
{
|
|
g_state.sound_device_mutex.lock();
|
|
if (g_state.sound_device == nullptr) {
|
|
return;
|
|
}
|
|
AUD_Device_lock(g_state.sound_device);
|
|
}
|
|
|
|
void BKE_sound_unlock()
|
|
{
|
|
g_state.sound_device_mutex.unlock();
|
|
if (g_state.sound_device == nullptr) {
|
|
return;
|
|
}
|
|
AUD_Device_unlock(g_state.sound_device);
|
|
}
|
|
|
|
void BKE_sound_reset_scene_specs(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
if (scene->sound_scene) {
|
|
AUD_Sequence_setSpecs(scene->sound_scene, g_state.initialized_specs.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);
|
|
}
|
|
|
|
blender::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, Strip *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, Strip *sequence)
|
|
{
|
|
return BKE_sound_scene_add_scene_sound(
|
|
scene,
|
|
sequence,
|
|
blender::seq::time_left_handle_frame_get(scene, sequence),
|
|
blender::seq::time_right_handle_frame_get(scene, sequence),
|
|
sequence->startofs + sequence->anim_startofs);
|
|
}
|
|
|
|
void *BKE_sound_add_scene_sound(
|
|
Scene *scene, Strip *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;
|
|
const double offset_time = sequence->sound->offset_time + sequence->sound_offset -
|
|
frameskip / fps;
|
|
if (offset_time >= 0.0f) {
|
|
return AUD_Sequence_add(scene->sound_scene,
|
|
sequence->sound->playback_handle,
|
|
startframe / fps + offset_time,
|
|
endframe / fps,
|
|
0.0f);
|
|
}
|
|
return AUD_Sequence_add(scene->sound_scene,
|
|
sequence->sound->playback_handle,
|
|
startframe / fps,
|
|
endframe / fps,
|
|
-offset_time);
|
|
}
|
|
|
|
void *BKE_sound_add_scene_sound_defaults(Scene *scene, Strip *sequence)
|
|
{
|
|
return BKE_sound_add_scene_sound(scene,
|
|
sequence,
|
|
blender::seq::time_left_handle_frame_get(scene, sequence),
|
|
blender::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;
|
|
const double offset_time = audio_offset - frameskip / fps;
|
|
if (offset_time >= 0.0f) {
|
|
AUD_SequenceEntry_move(handle, startframe / fps + offset_time, endframe / fps, 0.0f);
|
|
}
|
|
else {
|
|
AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, -offset_time);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_move_scene_sound_defaults(Scene *scene, Strip *sequence)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
if (sequence->scene_sound) {
|
|
double offset_time = 0.0f;
|
|
if (sequence->sound != nullptr) {
|
|
offset_time = sequence->sound->offset_time + sequence->sound_offset;
|
|
}
|
|
BKE_sound_move_scene_sound(scene,
|
|
sequence->scene_sound,
|
|
blender::seq::time_left_handle_frame_get(scene, sequence),
|
|
blender::seq::time_right_handle_frame_get(scene, sequence),
|
|
sequence->startofs + sequence->anim_startofs,
|
|
offset_time);
|
|
}
|
|
}
|
|
|
|
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))
|
|
{
|
|
blender::seq::sound_update(scene, sound);
|
|
}
|
|
}
|
|
|
|
/* This function assumes that you have already held the g_state.sound_device mutex. */
|
|
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);
|
|
|
|
scene->playback_handle = AUD_Device_play(g_state.sound_device, scene->sound_scene, 1);
|
|
if (scene->playback_handle) {
|
|
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)
|
|
{
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
sound_device_use_begin();
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
AUD_Status status;
|
|
const double cur_time = get_cur_time(scene);
|
|
|
|
AUD_Device_lock(g_state.sound_device);
|
|
|
|
if (scene->sound_scrub_handle &&
|
|
AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID)
|
|
{
|
|
/* If the audio scrub handle is playing back, stop to make sure it is not active.
|
|
* Otherwise, it will trigger a callback that will stop audio playback. */
|
|
AUD_Handle_stop(scene->sound_scrub_handle);
|
|
scene->sound_scrub_handle = nullptr;
|
|
/* The scrub_handle started playback with playback_handle, stop it so we can
|
|
* properly restart it. */
|
|
AUD_Handle_pause(scene->playback_handle);
|
|
}
|
|
|
|
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(g_state.sound_device);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (status != AUD_STATUS_PLAYING) {
|
|
/* Seeking the synchronizer will also seek the playback handle.
|
|
* Even if we don't have A/V sync on, keep the synchronizer and handle seek time in sync. */
|
|
AUD_seekSynchronizer(cur_time);
|
|
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(g_state.sound_device);
|
|
}
|
|
|
|
void BKE_sound_stop_scene(Scene *scene)
|
|
{
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
BLI_assert(g_state.sound_device);
|
|
if (scene->playback_handle) {
|
|
AUD_Handle_pause(scene->playback_handle);
|
|
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
AUD_stopSynchronizer();
|
|
}
|
|
}
|
|
sound_device_use_end();
|
|
}
|
|
|
|
void BKE_sound_seek_scene(Main *bmain, Scene *scene)
|
|
{
|
|
std::lock_guard lock(g_state.sound_device_mutex);
|
|
bool animation_playing = false;
|
|
for (bScreen *screen = static_cast<bScreen *>(bmain->screens.first); screen;
|
|
screen = static_cast<bScreen *>(screen->id.next))
|
|
{
|
|
if (screen->animtimer) {
|
|
animation_playing = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool do_audio_scrub = scene->audio.flag & AUDIO_SCRUB && !animation_playing;
|
|
|
|
if (do_audio_scrub) {
|
|
/* Make sure the sound device is open for scrubbing. */
|
|
sound_device_use_begin();
|
|
}
|
|
else if (g_state.sound_device == nullptr) {
|
|
/* Nothing to do if there is no sound device and we are not doing audio scrubbing. */
|
|
return;
|
|
}
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
AUD_Device_lock(g_state.sound_device);
|
|
|
|
AUD_Status 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(g_state.sound_device);
|
|
if (do_audio_scrub) {
|
|
sound_device_use_end();
|
|
}
|
|
return;
|
|
}
|
|
|
|
AUD_Handle_pause(scene->playback_handle);
|
|
}
|
|
|
|
const double one_frame = 1.0 / FPS +
|
|
(U.audiorate > 0 ? U.mixbufsize / double(U.audiorate) : 0.0);
|
|
const double cur_time = FRA2TIME(scene->r.cfra);
|
|
|
|
if (do_audio_scrub) {
|
|
/* Playback one frame of audio without advancing the timeline. */
|
|
AUD_Handle_setPosition(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);
|
|
}
|
|
sound_device_use_end_after(std::chrono::milliseconds(int(one_frame * 1000)));
|
|
}
|
|
else if (status == AUD_STATUS_PLAYING) {
|
|
/* Seeking the synchronizer will also seek the playback handle.
|
|
* Even if we don't have A/V sync on, keep the synchronizer and handle
|
|
* seek time in sync.
|
|
*/
|
|
AUD_seekSynchronizer(cur_time);
|
|
AUD_Handle_setPosition(scene->playback_handle, cur_time);
|
|
}
|
|
|
|
AUD_Device_unlock(g_state.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();
|
|
}
|
|
|
|
return AUD_Handle_getPosition(scene->playback_handle);
|
|
}
|
|
return NAN_FLT;
|
|
}
|
|
|
|
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 = MEM_mallocN<SoundWaveform>("SoundWaveform");
|
|
|
|
if (info.length > 0) {
|
|
int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
|
|
|
|
waveform->data = MEM_malloc_arrayN<float>(3 * size_t(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 (°_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_refresh_callback_bmain(Main * /*bmain*/) {}
|
|
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*/,
|
|
Strip * /*sequence*/,
|
|
int /*startframe*/,
|
|
int /*endframe*/,
|
|
int /*frameskip*/)
|
|
{
|
|
return nullptr;
|
|
}
|
|
void *BKE_sound_scene_add_scene_sound_defaults(Scene * /*scene*/, Strip * /*sequence*/)
|
|
{
|
|
return nullptr;
|
|
}
|
|
void *BKE_sound_add_scene_sound(Scene * /*scene*/,
|
|
Strip * /*sequence*/,
|
|
int /*startframe*/,
|
|
int /*endframe*/,
|
|
int /*frameskip*/)
|
|
{
|
|
return nullptr;
|
|
}
|
|
void *BKE_sound_add_scene_sound_defaults(Scene * /*scene*/, Strip * /*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*/, Strip * /*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;
|
|
}
|
|
void BKE_sound_read_waveform(Main *bmain,
|
|
bSound *sound,
|
|
/* NOLINTNEXTLINE: readability-non-const-parameter. */
|
|
bool *stop)
|
|
{
|
|
UNUSED_VARS(sound, stop, 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)
|
|
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);
|
|
}
|