Files
test/source/blender/blenkernel/intern/sound.cc
2025-05-07 18:45:03 +02:00

1727 lines
51 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <chrono>
#include <condition_variable>
#include <cstdlib>
#include <cstring>
#include <mutex>
#include <optional>
#include <thread>
#include "MEM_guardedalloc.h"
#include "BLI_build_config.h"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_math_rotation.h"
#include "BLI_path_utils.hh"
#include "BLI_string.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_userdef_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_library.hh"
#include "BKE_main.hh"
#include "BKE_packedFile.hh"
#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"
#include "CLG_log.h"
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 = (void *)MEM_mallocN<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));
/* The void cast is needed when building without TBB. */
MEM_freeN((void *)static_cast<SpinLock *>(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 = (void *)MEM_mallocN<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, sound->filepath);
BKE_packedfile_blend_read(reader, &sound->newpackedfile, sound->filepath);
}
IDTypeInfo IDType_ID_SO = {
/*id_code*/ bSound::id_type,
/*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
* ID_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
* ID_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 &
(ID_TAG_COPIED_ON_EVAL | ID_TAG_COPIED_ON_EVAL_FINAL_RESULT | ID_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 = (void *)MEM_mallocN<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 CLG_LogRef LOG = {"bke.sound"};
namespace {
struct GlobalState {
const char *force_device = nullptr;
/* Parameters of the opened device */
const char *device_name = nullptr;
AUD_DeviceSpecs initialized_specs;
/* Device handle and its synchronization mutex. */
AUD_Device *sound_device = nullptr;
int buffer_size = 0;
std::mutex sound_device_mutex;
bool need_exit = false;
bool use_delayed_close = true;
std::thread delayed_close_thread;
std::condition_variable delayed_close_cv;
int num_device_users = 0;
std::chrono::time_point<std::chrono::steady_clock> last_user_disconnect_time_point;
};
GlobalState g_state;
} // namespace
static void sound_device_close_no_lock()
{
if (g_state.sound_device) {
CLOG_INFO(&LOG, 3, "Closing audio device");
AUD_exit(g_state.sound_device);
g_state.sound_device = nullptr;
}
}
static void sound_device_open_no_lock(AUD_DeviceSpecs requested_specs)
{
BLI_assert(!g_state.sound_device);
CLOG_INFO(&LOG, 3, "Opening audio device name:%s", g_state.device_name);
g_state.sound_device = AUD_init(
g_state.device_name, requested_specs, g_state.buffer_size, "Blender");
if (!g_state.sound_device) {
g_state.sound_device = AUD_init("None", requested_specs, g_state.buffer_size, "Blender");
}
g_state.initialized_specs.channels = AUD_Device_getChannels(g_state.sound_device);
g_state.initialized_specs.rate = AUD_Device_getRate(g_state.sound_device);
g_state.initialized_specs.format = AUD_Device_getFormat(g_state.sound_device);
}
static void sound_device_use_begin()
{
++g_state.num_device_users;
if (g_state.sound_device) {
return;
}
sound_device_open_no_lock(g_state.initialized_specs);
}
static void sound_device_use_end_after(const std::chrono::milliseconds after_ms)
{
--g_state.num_device_users;
if (g_state.num_device_users == 0) {
g_state.last_user_disconnect_time_point = std::chrono::steady_clock::now() + after_ms;
g_state.delayed_close_cv.notify_one();
}
}
static void sound_device_use_end()
{
sound_device_use_end_after(std::chrono::milliseconds(0));
}
/* Return true if we need a thread which checks for device usage and closes it when it is inactive.
* Only runtime-invariant checks are done here, such as possible platform-specific requirements.
*/
static bool sound_use_close_thread()
{
# if OS_MAC
/* Closing audio device on macOS prior to 15.2 could lead to interference with other software.
* See #121911 for details. */
if (__builtin_available(macOS 15.2, *)) {
return true;
}
return false;
# else
return true;
# endif
}
static void delayed_close_thread_run()
{
constexpr std::chrono::milliseconds device_close_delay{30000};
std::unique_lock lock(g_state.sound_device_mutex);
while (!g_state.need_exit) {
if (!g_state.use_delayed_close) {
CLOG_INFO(&LOG, 3, "Delayed device close is disabled");
/* Don't do anything here as delayed close is disabled.
* Wait so that we don't spin around in the while loop. */
g_state.delayed_close_cv.wait(lock);
continue;
}
if (g_state.num_device_users == 0) {
if (g_state.sound_device == nullptr) {
/* There are no device users, wait until there is device to be waited for to close. */
g_state.delayed_close_cv.wait(lock);
}
else {
g_state.delayed_close_cv.wait_until(
lock, g_state.last_user_disconnect_time_point + device_close_delay);
}
}
else {
/* If there are active device users wait indefinitely, until the system is requested to be
* closed or the user stops using device.
* It is not really guaranteed that the CV is notified for every user that stops using
* device, only the last one is guaranteed to notify the CV. */
g_state.delayed_close_cv.wait(lock);
}
if (g_state.need_exit) {
CLOG_INFO(&LOG, 3, "System exit requested");
break;
}
if (!g_state.use_delayed_close) {
/* Take into account corner case where you switch from a delayed close device while Blender
* is running and a delayed close has already been queued up. */
continue;
}
if (!g_state.sound_device) {
CLOG_INFO(&LOG, 3, "Device is not open, nothing to do");
continue;
}
CLOG_INFO(&LOG, 3, "Checking last device usage and timestamp");
if (g_state.num_device_users) {
CLOG_INFO(&LOG, 3, "Device is used by %d user(s)", g_state.num_device_users);
continue;
}
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 (&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_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);
}