Moved the caching code from direct calls in DNA to dependency graph. In fact, not much was needed to be done apart form removing the direct cache updates. The rest seemed to work fine. Possible to avoid full sound file re-load, but doesn't seem this is causing any issues.
1335 lines
35 KiB
C
1335 lines
35 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#include <string.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_iterator.h"
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#include "BLI_math.h"
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#include "BLI_threads.h"
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#include "DNA_anim_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_sequence_types.h"
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#include "DNA_packedFile_types.h"
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#include "DNA_screen_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_windowmanager_types.h"
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#ifdef WITH_AUDASPACE
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# include <AUD_Sound.h>
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# include <AUD_Sequence.h>
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# include <AUD_Handle.h>
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# include <AUD_Special.h>
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# include "../../../intern/audaspace/intern/AUD_Set.h"
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#endif
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_sound.h"
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#include "BKE_library.h"
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#include "BKE_packedFile.h"
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#include "BKE_sequencer.h"
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#include "BKE_scene.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#ifdef WITH_AUDASPACE
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/* evil globals ;-) */
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static int sound_cfra;
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static char **audio_device_names = NULL;
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#endif
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BLI_INLINE void sound_verify_evaluated_id(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-write system of dependency graph will have
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* LIB_TAG_COPIED_ON_WRITE tag set on them. But if some of data-blocks during its evaluation
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* decides to re-allocate it's 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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* LIB_TAG_COPIED_ON_WRITE_EVAL_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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(LIB_TAG_COPIED_ON_WRITE | LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT | LIB_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 *path;
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char str[FILE_MAX];
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BLI_strncpy(str, filepath, sizeof(str));
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path = BKE_main_blendfile_path(bmain);
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BLI_path_abs(str, path);
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sound = BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0);
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BLI_strncpy(sound->name, filepath, FILE_MAX);
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/* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */
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sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
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BLI_spin_init(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 str[FILE_MAX], strtest[FILE_MAX];
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BLI_strncpy(str, filepath, sizeof(str));
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BLI_path_abs(str, BKE_main_blendfile_path(bmain));
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/* first search an identical filepath */
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for (sound = bmain->sounds.first; sound; sound = sound->id.next) {
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BLI_strncpy(strtest, sound->name, sizeof(sound->name));
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BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id));
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if (BLI_path_cmp(strtest, str) == 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, NULL);
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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 = NULL;
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sound->playback_handle = NULL;
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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 = NULL;
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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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/** Free (or release) any data used by this sound (does not free the sound itself). */
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void BKE_sound_free(bSound *sound)
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{
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/* No animdata here. */
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if (sound->packedfile) {
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BKE_packedfile_free(sound->packedfile);
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sound->packedfile = NULL;
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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(sound->spinlock);
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MEM_freeN(sound->spinlock);
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sound->spinlock = NULL;
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}
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}
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/**
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* Only copy internal data of Sound ID from source
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* to already allocated/initialized destination.
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* You probably never want to use that directly,
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* use #BKE_id_copy or #BKE_id_copy_ex for typical needs.
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*
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* WARNING! This function will not handle ID user count!
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*
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* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
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*/
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void BKE_sound_copy_data(Main *UNUSED(bmain),
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bSound *sound_dst,
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const bSound *UNUSED(sound_src),
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const int UNUSED(flag))
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{
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sound_dst->handle = NULL;
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sound_dst->cache = NULL;
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sound_dst->waveform = NULL;
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sound_dst->playback_handle = NULL;
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sound_dst->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
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BLI_spin_init(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 = NULL;
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sound_dst->newpackedfile = NULL;
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if (sound_dst->packedfile) {
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sound_dst->packedfile = BKE_packedfile_duplicate(sound_dst->packedfile);
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}
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BKE_sound_reset_runtime(sound_dst);
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}
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void BKE_sound_make_local(Main *bmain, bSound *sound, const bool lib_local)
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{
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BKE_id_make_local_generic(bmain, &sound->id, true, lib_local);
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}
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#ifdef WITH_AUDASPACE
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static const char *force_device = NULL;
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# ifdef WITH_JACK
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static SoundJackSyncCallback sound_jack_sync_callback = NULL;
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static void sound_sync_callback(void *data, int mode, float time)
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{
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if (sound_jack_sync_callback == NULL) {
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return;
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}
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Main *bmain = (Main *)data;
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sound_jack_sync_callback(bmain, mode, time);
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}
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# endif
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void BKE_sound_force_device(const char *device)
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{
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force_device = device;
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}
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void BKE_sound_init_once(void)
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{
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AUD_initOnce();
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atexit(BKE_sound_exit_once);
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}
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static AUD_Device *sound_device = NULL;
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void *BKE_sound_get_device(void)
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{
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return sound_device;
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}
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void BKE_sound_init(Main *bmain)
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{
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/* Make sure no instance of the sound system is running, otherwise we get leaks. */
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BKE_sound_exit();
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AUD_DeviceSpecs specs;
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int device, buffersize;
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const char *device_name;
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device = U.audiodevice;
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buffersize = U.mixbufsize;
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specs.channels = U.audiochannels;
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specs.format = U.audioformat;
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specs.rate = U.audiorate;
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if (force_device == NULL) {
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int i;
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char **names = BKE_sound_get_device_names();
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device_name = names[0];
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/* make sure device is within the bounds of the array */
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for (i = 0; names[i]; i++) {
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if (i == device) {
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device_name = names[i];
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}
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}
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}
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else {
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device_name = force_device;
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}
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if (buffersize < 128) {
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buffersize = 1024;
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}
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if (specs.rate < AUD_RATE_8000) {
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specs.rate = AUD_RATE_48000;
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}
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if (specs.format <= AUD_FORMAT_INVALID) {
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specs.format = AUD_FORMAT_S16;
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}
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if (specs.channels <= AUD_CHANNELS_INVALID) {
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specs.channels = AUD_CHANNELS_STEREO;
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}
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if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender"))) {
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sound_device = AUD_init("Null", specs, buffersize, "Blender");
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}
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BKE_sound_init_main(bmain);
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}
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void BKE_sound_init_main(Main *bmain)
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{
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# ifdef WITH_JACK
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if (sound_device) {
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AUD_setSynchronizerCallback(sound_sync_callback, bmain);
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}
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# else
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UNUSED_VARS(bmain);
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# endif
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}
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void BKE_sound_exit(void)
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{
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AUD_exit(sound_device);
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sound_device = NULL;
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}
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void BKE_sound_exit_once(void)
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{
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AUD_exit(sound_device);
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sound_device = NULL;
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AUD_exitOnce();
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if (audio_device_names != NULL) {
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int i;
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for (i = 0; audio_device_names[i]; i++) {
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free(audio_device_names[i]);
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}
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free(audio_device_names);
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audio_device_names = NULL;
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}
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}
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/* XXX unused currently */
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# if 0
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bSound *BKE_sound_new_buffer(Main *bmain, bSound *source)
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{
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bSound *sound = NULL;
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char name[MAX_ID_NAME + 5];
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strcpy(name, "buf_");
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strcpy(name + 4, source->id.name);
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sound = BKE_libblock_alloc(bmain, ID_SO, name);
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sound->child_sound = source;
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sound->type = SOUND_TYPE_BUFFER;
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sound_load(bmain, sound);
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return sound;
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}
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bSound *BKE_sound_new_limiter(Main *bmain, bSound *source, float start, float end)
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{
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bSound *sound = NULL;
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char name[MAX_ID_NAME + 5];
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strcpy(name, "lim_");
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strcpy(name + 4, source->id.name);
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sound = BKE_libblock_alloc(bmain, ID_SO, name);
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sound->child_sound = source;
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sound->start = start;
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sound->end = end;
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sound->type = SOUND_TYPE_LIMITER;
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sound_load(bmain, sound);
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return sound;
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}
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# endif
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void BKE_sound_cache(bSound *sound)
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{
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sound_verify_evaluated_id(&sound->id);
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if (sound->cache) {
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AUD_Sound_free(sound->cache);
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}
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sound->cache = AUD_Sound_cache(sound->handle);
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if (sound->cache) {
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sound->playback_handle = sound->cache;
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}
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else {
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sound->playback_handle = sound->handle;
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}
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}
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void BKE_sound_delete_cache(bSound *sound)
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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 = NULL;
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sound->playback_handle = sound->handle;
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}
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}
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static void sound_load_audio(Main *bmain, bSound *sound)
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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 = NULL;
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}
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if (sound->handle) {
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AUD_Sound_free(sound->handle);
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sound->handle = NULL;
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sound->playback_handle = NULL;
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}
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BKE_sound_free_waveform(sound);
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/* XXX unused currently */
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# if 0
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switch (sound->type) {
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case SOUND_TYPE_FILE:
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# endif
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{
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char fullpath[FILE_MAX];
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/* load sound */
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PackedFile *pf = sound->packedfile;
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/* don't modify soundact->sound->name, only change a copy */
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BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
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BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
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/* but we need a packed file then */
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if (pf) {
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sound->handle = AUD_Sound_bufferFile((unsigned char *)pf->data, pf->size);
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}
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else {
|
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/* or else load it from disk */
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sound->handle = AUD_Sound_file(fullpath);
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}
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}
|
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/* XXX unused currently */
|
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# if 0
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break;
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}
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case SOUND_TYPE_BUFFER:
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if (sound->child_sound && sound->child_sound->handle) {
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sound->handle = AUD_bufferSound(sound->child_sound->handle);
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}
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break;
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case SOUND_TYPE_LIMITER:
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if (sound->child_sound && sound->child_sound->handle) {
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sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end);
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}
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break;
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}
|
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# endif
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if (sound->flags & SOUND_FLAGS_MONO) {
|
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void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
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AUD_Sound_free(sound->handle);
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sound->handle = handle;
|
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}
|
|
|
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if (sound->flags & SOUND_FLAGS_CACHING) {
|
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sound->cache = AUD_Sound_cache(sound->handle);
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|
}
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|
|
|
if (sound->cache) {
|
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sound->playback_handle = sound->cache;
|
|
}
|
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else {
|
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sound->playback_handle = sound->handle;
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}
|
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}
|
|
|
|
void BKE_sound_load(Main *bmain, bSound *sound)
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|
{
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sound_verify_evaluated_id(&sound->id);
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sound_load_audio(bmain, sound);
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|
}
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|
|
|
AUD_Device *BKE_sound_mixdown(Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
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|
{
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sound_verify_evaluated_id(&scene->id);
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return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
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|
}
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|
|
|
void BKE_sound_create_scene(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
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|
|
/* should be done in version patch, but this gets called before */
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if (scene->r.frs_sec_base == 0) {
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scene->r.frs_sec_base = 1;
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}
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scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
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AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
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AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
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AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
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scene->playback_handle = NULL;
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scene->sound_scrub_handle = NULL;
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scene->speaker_handles = NULL;
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}
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|
|
|
void BKE_sound_destroy_scene(Scene *scene)
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|
{
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if (scene->playback_handle) {
|
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AUD_Handle_stop(scene->playback_handle);
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}
|
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if (scene->sound_scrub_handle) {
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AUD_Handle_stop(scene->sound_scrub_handle);
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}
|
|
if (scene->speaker_handles) {
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|
void *handle;
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|
|
while ((handle = AUD_getSet(scene->speaker_handles))) {
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AUD_Sequence_remove(scene->sound_scene, handle);
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|
}
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|
|
|
AUD_destroySet(scene->speaker_handles);
|
|
}
|
|
if (scene->sound_scene) {
|
|
AUD_Sequence_free(scene->sound_scene);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_reset_scene_specs(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
if (scene->sound_scene) {
|
|
AUD_Specs specs;
|
|
|
|
specs.channels = AUD_Device_getChannels(sound_device);
|
|
specs.rate = AUD_Device_getRate(sound_device);
|
|
|
|
AUD_Sequence_setSpecs(scene->sound_scene, specs);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_mute_scene(Scene *scene, int muted)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
if (scene->sound_scene) {
|
|
AUD_Sequence_setMuted(scene->sound_scene, muted);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_update_fps(Main *bmain, Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
if (scene->sound_scene) {
|
|
AUD_Sequence_setFPS(scene->sound_scene, FPS);
|
|
}
|
|
|
|
BKE_sequencer_refresh_sound_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, scene->audio.distance_model);
|
|
}
|
|
|
|
void *BKE_sound_scene_add_scene_sound(
|
|
Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
if (sequence->scene && scene != sequence->scene) {
|
|
const double fps = FPS;
|
|
return AUD_Sequence_add(scene->sound_scene,
|
|
sequence->scene->sound_scene,
|
|
startframe / fps,
|
|
endframe / fps,
|
|
frameskip / fps);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void *BKE_sound_scene_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
|
|
{
|
|
return BKE_sound_scene_add_scene_sound(scene,
|
|
sequence,
|
|
sequence->startdisp,
|
|
sequence->enddisp,
|
|
sequence->startofs + sequence->anim_startofs);
|
|
}
|
|
|
|
void *BKE_sound_add_scene_sound(
|
|
Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
/* Happens when sequence's sound data-block was removed. */
|
|
if (sequence->sound == NULL) {
|
|
return NULL;
|
|
}
|
|
sound_verify_evaluated_id(&sequence->sound->id);
|
|
const double fps = FPS;
|
|
void *handle = AUD_Sequence_add(scene->sound_scene,
|
|
sequence->sound->playback_handle,
|
|
startframe / fps,
|
|
endframe / fps,
|
|
frameskip / fps);
|
|
AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
|
|
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
|
|
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
|
|
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
|
|
return handle;
|
|
}
|
|
|
|
void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
|
|
{
|
|
return BKE_sound_add_scene_sound(scene,
|
|
sequence,
|
|
sequence->startdisp,
|
|
sequence->enddisp,
|
|
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, char mute)
|
|
{
|
|
AUD_SequenceEntry_setMuted(handle, mute);
|
|
}
|
|
|
|
void BKE_sound_move_scene_sound(
|
|
Scene *scene, void *handle, int startframe, int endframe, int frameskip)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
const double fps = FPS;
|
|
AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps);
|
|
}
|
|
|
|
void BKE_sound_move_scene_sound_defaults(Scene *scene, Sequence *sequence)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
if (sequence->scene_sound) {
|
|
BKE_sound_move_scene_sound(scene,
|
|
sequence->scene_sound,
|
|
sequence->startdisp,
|
|
sequence->enddisp,
|
|
sequence->startofs + sequence->anim_startofs);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_update_scene_sound(void *handle, bSound *sound)
|
|
{
|
|
AUD_SequenceEntry_setSound(handle, sound->playback_handle);
|
|
}
|
|
|
|
void BKE_sound_set_cfra(int cfra)
|
|
{
|
|
sound_cfra = cfra;
|
|
}
|
|
|
|
void BKE_sound_set_scene_volume(Scene *scene, float volume)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
AUD_Sequence_setAnimationData(scene->sound_scene,
|
|
AUD_AP_VOLUME,
|
|
CFRA,
|
|
&volume,
|
|
(scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
|
|
}
|
|
|
|
void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
|
|
{
|
|
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
|
|
}
|
|
|
|
void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
|
|
{
|
|
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
|
|
}
|
|
|
|
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
|
|
{
|
|
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
|
|
}
|
|
|
|
void BKE_sound_update_sequencer(Main *main, bSound *sound)
|
|
{
|
|
BLI_assert(!"is not supposed to be used, is weird function.");
|
|
|
|
Scene *scene;
|
|
|
|
for (scene = main->scenes.first; scene; scene = scene->id.next) {
|
|
BKE_sequencer_update_sound(scene, sound);
|
|
}
|
|
}
|
|
|
|
static void sound_start_play_scene(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
if (scene->playback_handle) {
|
|
AUD_Handle_stop(scene->playback_handle);
|
|
}
|
|
|
|
BKE_sound_reset_scene_specs(scene);
|
|
|
|
if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1))) {
|
|
AUD_Handle_setLoopCount(scene->playback_handle, -1);
|
|
}
|
|
}
|
|
|
|
void BKE_sound_play_scene(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
AUD_Status status;
|
|
const float cur_time = (float)((double)CFRA / FPS);
|
|
|
|
AUD_Device_lock(sound_device);
|
|
|
|
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) :
|
|
AUD_STATUS_INVALID;
|
|
|
|
if (status == AUD_STATUS_INVALID) {
|
|
sound_start_play_scene(scene);
|
|
|
|
if (!scene->playback_handle) {
|
|
AUD_Device_unlock(sound_device);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (status != AUD_STATUS_PLAYING) {
|
|
AUD_Handle_setPosition(scene->playback_handle, cur_time);
|
|
AUD_Handle_resume(scene->playback_handle);
|
|
}
|
|
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
AUD_playSynchronizer();
|
|
}
|
|
|
|
AUD_Device_unlock(sound_device);
|
|
}
|
|
|
|
void BKE_sound_stop_scene(Scene *scene)
|
|
{
|
|
if (scene->playback_handle) {
|
|
AUD_Handle_pause(scene->playback_handle);
|
|
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
AUD_stopSynchronizer();
|
|
}
|
|
}
|
|
}
|
|
|
|
void BKE_sound_seek_scene(Main *bmain, Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
AUD_Status status;
|
|
bScreen *screen;
|
|
int animation_playing;
|
|
|
|
const float one_frame = (float)(1.0 / FPS);
|
|
const float cur_time = (float)((double)CFRA / FPS);
|
|
|
|
AUD_Device_lock(sound_device);
|
|
|
|
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) :
|
|
AUD_STATUS_INVALID;
|
|
|
|
if (status == AUD_STATUS_INVALID) {
|
|
sound_start_play_scene(scene);
|
|
|
|
if (!scene->playback_handle) {
|
|
AUD_Device_unlock(sound_device);
|
|
return;
|
|
}
|
|
|
|
AUD_Handle_pause(scene->playback_handle);
|
|
}
|
|
|
|
animation_playing = 0;
|
|
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
|
|
if (screen->animtimer) {
|
|
animation_playing = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
|
|
AUD_Handle_setPosition(scene->playback_handle, cur_time);
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
AUD_seekSynchronizer(scene->playback_handle, cur_time);
|
|
}
|
|
AUD_Handle_resume(scene->playback_handle);
|
|
if (scene->sound_scrub_handle &&
|
|
AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
|
|
AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
|
|
}
|
|
else {
|
|
if (scene->sound_scrub_handle) {
|
|
AUD_Handle_stop(scene->sound_scrub_handle);
|
|
}
|
|
scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
|
|
}
|
|
}
|
|
else {
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
AUD_seekSynchronizer(scene->playback_handle, cur_time);
|
|
}
|
|
else {
|
|
if (status == AUD_STATUS_PLAYING) {
|
|
AUD_Handle_setPosition(scene->playback_handle, cur_time);
|
|
}
|
|
}
|
|
}
|
|
|
|
AUD_Device_unlock(sound_device);
|
|
}
|
|
|
|
float BKE_sound_sync_scene(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
// Ugly: Blender doesn't like it when the animation is played back during rendering
|
|
if (G.is_rendering) {
|
|
return NAN_FLT;
|
|
}
|
|
|
|
if (scene->playback_handle) {
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
return AUD_getSynchronizerPosition(scene->playback_handle);
|
|
}
|
|
else {
|
|
return AUD_Handle_getPosition(scene->playback_handle);
|
|
}
|
|
}
|
|
return NAN_FLT;
|
|
}
|
|
|
|
int BKE_sound_scene_playing(Scene *scene)
|
|
{
|
|
sound_verify_evaluated_id(&scene->id);
|
|
|
|
// Ugly: Blender doesn't like it when the animation is played back during rendering
|
|
if (G.is_rendering) {
|
|
return -1;
|
|
}
|
|
|
|
// in case of a "Null" audio device, we have no playback information
|
|
if (AUD_Device_getRate(sound_device) == AUD_RATE_INVALID) {
|
|
return -1;
|
|
}
|
|
|
|
if (scene->audio.flag & AUDIO_SYNC) {
|
|
return AUD_isSynchronizerPlaying();
|
|
}
|
|
else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
void BKE_sound_free_waveform(bSound *sound)
|
|
{
|
|
if ((sound->tags & SOUND_TAGS_WAVEFORM_NO_RELOAD) == 0) {
|
|
SoundWaveform *waveform = sound->waveform;
|
|
if (waveform) {
|
|
if (waveform->data) {
|
|
MEM_freeN(waveform->data);
|
|
}
|
|
MEM_freeN(waveform);
|
|
}
|
|
|
|
sound->waveform = NULL;
|
|
}
|
|
/* This tag is only valid once. */
|
|
sound->tags &= ~SOUND_TAGS_WAVEFORM_NO_RELOAD;
|
|
}
|
|
|
|
void BKE_sound_read_waveform(Main *bmain, bSound *sound, short *stop)
|
|
{
|
|
bool need_close_audio_handles = false;
|
|
if (sound->playback_handle == NULL) {
|
|
/* TOOD(sergey): Make it fully independent audio handle. */
|
|
sound_load_audio(bmain, sound);
|
|
need_close_audio_handles = true;
|
|
}
|
|
|
|
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
|
|
SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform");
|
|
|
|
if (info.length > 0) {
|
|
int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
|
|
|
|
waveform->data = MEM_mallocN(length * sizeof(float) * 3, "SoundWaveform.samples");
|
|
waveform->length = AUD_readSound(
|
|
sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, stop);
|
|
}
|
|
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 NULL causes other
|
|
* code to think the waveform still needs to be created. */
|
|
waveform->data = NULL;
|
|
waveform->length = 0;
|
|
}
|
|
|
|
if (*stop) {
|
|
if (waveform->data) {
|
|
MEM_freeN(waveform->data);
|
|
}
|
|
MEM_freeN(waveform);
|
|
BLI_spin_lock(sound->spinlock);
|
|
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
|
|
BLI_spin_unlock(sound->spinlock);
|
|
return;
|
|
}
|
|
|
|
BKE_sound_free_waveform(sound);
|
|
|
|
BLI_spin_lock(sound->spinlock);
|
|
sound->waveform = waveform;
|
|
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
|
|
BLI_spin_unlock(sound->spinlock);
|
|
|
|
if (need_close_audio_handles) {
|
|
sound_free_audio(sound);
|
|
}
|
|
}
|
|
|
|
static void sound_update_base(Scene *scene, Object *object, void *new_set)
|
|
{
|
|
NlaTrack *track;
|
|
NlaStrip *strip;
|
|
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;
|
|
}
|
|
|
|
for (track = object->adt->nla_tracks.first; track; track = track->next) {
|
|
for (strip = track->strips.first; strip; strip = strip->next) {
|
|
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 = NULL;
|
|
}
|
|
}
|
|
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->obmat);
|
|
AUD_SequenceEntry_setAnimationData(
|
|
strip->speaker_handle, AUD_AP_LOCATION, CFRA, object->obmat[3], 1);
|
|
AUD_SequenceEntry_setAnimationData(
|
|
strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
|
|
AUD_SequenceEntry_setAnimationData(
|
|
strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
|
|
AUD_SequenceEntry_setAnimationData(
|
|
strip->speaker_handle, AUD_AP_PITCH, 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)) {
|
|
DEG_OBJECT_ITER_BEGIN (depsgraph,
|
|
object,
|
|
(DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
|
|
DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY |
|
|
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET)) {
|
|
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->obmat);
|
|
AUD_Sequence_setAnimationData(
|
|
scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
|
|
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, 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 != NULL) {
|
|
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(void)
|
|
{
|
|
if (audio_device_names == NULL) {
|
|
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 == NULL) {
|
|
return false;
|
|
}
|
|
AUD_SoundInfo info = AUD_getInfo(playback_handle);
|
|
sound_info->specs.channels = (eSoundChannels)info.specs.channels;
|
|
sound_info->length = info.length;
|
|
return true;
|
|
}
|
|
|
|
bool BKE_sound_info_get(struct Main *main, struct bSound *sound, SoundInfo *sound_info)
|
|
{
|
|
if (sound->playback_handle != NULL) {
|
|
return sound_info_from_playback_handle(sound->playback_handle, sound_info);
|
|
}
|
|
/* TOOD(sergey): Make it fully independent audio handle. */
|
|
sound_load_audio(main, sound);
|
|
const bool result = sound_info_from_playback_handle(sound->playback_handle, sound_info);
|
|
sound_free_audio(sound);
|
|
return result;
|
|
}
|
|
|
|
#else /* WITH_AUDASPACE */
|
|
|
|
# include "BLI_utildefines.h"
|
|
|
|
void BKE_sound_force_device(const char *UNUSED(device))
|
|
{
|
|
}
|
|
void BKE_sound_init_once(void)
|
|
{
|
|
}
|
|
void BKE_sound_init(Main *UNUSED(bmain))
|
|
{
|
|
}
|
|
void BKE_sound_exit(void)
|
|
{
|
|
}
|
|
void BKE_sound_exit_once(void)
|
|
{
|
|
}
|
|
void BKE_sound_cache(bSound *UNUSED(sound))
|
|
{
|
|
}
|
|
void BKE_sound_delete_cache(bSound *UNUSED(sound))
|
|
{
|
|
}
|
|
void BKE_sound_load(Main *UNUSED(bmain), bSound *UNUSED(sound))
|
|
{
|
|
}
|
|
void BKE_sound_create_scene(Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_destroy_scene(Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_reset_scene_specs(Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_mute_scene(Scene *UNUSED(scene), int UNUSED(muted))
|
|
{
|
|
}
|
|
void *BKE_sound_scene_add_scene_sound(Scene *UNUSED(scene),
|
|
Sequence *UNUSED(sequence),
|
|
int UNUSED(startframe),
|
|
int UNUSED(endframe),
|
|
int UNUSED(frameskip))
|
|
{
|
|
return NULL;
|
|
}
|
|
void *BKE_sound_scene_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
|
|
{
|
|
return NULL;
|
|
}
|
|
void *BKE_sound_add_scene_sound(Scene *UNUSED(scene),
|
|
Sequence *UNUSED(sequence),
|
|
int UNUSED(startframe),
|
|
int UNUSED(endframe),
|
|
int UNUSED(frameskip))
|
|
{
|
|
return NULL;
|
|
}
|
|
void *BKE_sound_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
|
|
{
|
|
return NULL;
|
|
}
|
|
void BKE_sound_remove_scene_sound(Scene *UNUSED(scene), void *UNUSED(handle))
|
|
{
|
|
}
|
|
void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute))
|
|
{
|
|
}
|
|
void BKE_sound_move_scene_sound(Scene *UNUSED(scene),
|
|
void *UNUSED(handle),
|
|
int UNUSED(startframe),
|
|
int UNUSED(endframe),
|
|
int UNUSED(frameskip))
|
|
{
|
|
}
|
|
void BKE_sound_move_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
|
|
{
|
|
}
|
|
void BKE_sound_play_scene(Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_stop_scene(Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_seek_scene(Main *UNUSED(bmain), Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
float BKE_sound_sync_scene(Scene *UNUSED(scene))
|
|
{
|
|
return NAN_FLT;
|
|
}
|
|
int BKE_sound_scene_playing(Scene *UNUSED(scene))
|
|
{
|
|
return -1;
|
|
}
|
|
void BKE_sound_read_waveform(Main *bmain, bSound *sound, short *stop)
|
|
{
|
|
UNUSED_VARS(sound, stop, bmain);
|
|
}
|
|
void BKE_sound_init_main(Main *UNUSED(bmain))
|
|
{
|
|
}
|
|
void BKE_sound_set_cfra(int UNUSED(cfra))
|
|
{
|
|
}
|
|
void BKE_sound_update_sequencer(Main *UNUSED(main), bSound *UNUSED(sound))
|
|
{
|
|
}
|
|
void BKE_sound_update_scene(Depsgraph *UNUSED(depsgraph), Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_update_scene_sound(void *UNUSED(handle), bSound *UNUSED(sound))
|
|
{
|
|
}
|
|
void BKE_sound_update_scene_listener(Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_update_fps(Main *UNUSED(bmain), Scene *UNUSED(scene))
|
|
{
|
|
}
|
|
void BKE_sound_set_scene_sound_volume(void *UNUSED(handle),
|
|
float UNUSED(volume),
|
|
char UNUSED(animated))
|
|
{
|
|
}
|
|
void BKE_sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated))
|
|
{
|
|
}
|
|
void BKE_sound_set_scene_volume(Scene *UNUSED(scene), float UNUSED(volume))
|
|
{
|
|
}
|
|
void BKE_sound_set_scene_sound_pitch(void *UNUSED(handle),
|
|
float UNUSED(pitch),
|
|
char UNUSED(animated))
|
|
{
|
|
}
|
|
float BKE_sound_get_length(struct Main *UNUSED(bmain), bSound *UNUSED(sound))
|
|
{
|
|
return 0;
|
|
}
|
|
char **BKE_sound_get_device_names(void)
|
|
{
|
|
static char *names[1] = {NULL};
|
|
return names;
|
|
}
|
|
|
|
void BKE_sound_free_waveform(bSound *UNUSED(sound))
|
|
{
|
|
}
|
|
|
|
bool BKE_sound_info_get(struct Main *UNUSED(main),
|
|
struct bSound *UNUSED(sound),
|
|
SoundInfo *UNUSED(sound_info))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#endif /* WITH_AUDASPACE */
|
|
|
|
void BKE_sound_reset_scene_runtime(Scene *scene)
|
|
{
|
|
scene->sound_scene = NULL;
|
|
scene->playback_handle = NULL;
|
|
scene->sound_scrub_handle = NULL;
|
|
scene->speaker_handles = NULL;
|
|
}
|
|
|
|
void BKE_sound_ensure_scene(struct Scene *scene)
|
|
{
|
|
if (scene->sound_scene != NULL) {
|
|
return;
|
|
}
|
|
BKE_sound_create_scene(scene);
|
|
}
|
|
|
|
void BKE_sound_reset_runtime(bSound *sound)
|
|
{
|
|
sound->cache = NULL;
|
|
sound->playback_handle = NULL;
|
|
}
|
|
|
|
void BKE_sound_ensure_loaded(Main *bmain, bSound *sound)
|
|
{
|
|
if (sound->cache != NULL) {
|
|
return;
|
|
}
|
|
BKE_sound_load(bmain, sound);
|
|
}
|
|
|
|
void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback)
|
|
{
|
|
#if defined(WITH_AUDASPACE) && defined(WITH_JACK)
|
|
sound_jack_sync_callback = callback;
|
|
#else
|
|
UNUSED_VARS(callback);
|
|
#endif
|
|
}
|
|
|
|
void BKE_sound_jack_scene_update(Scene *scene, int mode, float 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 != NULL) {
|
|
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_AUDIO) {
|
|
BKE_sound_load(bmain, sound);
|
|
return;
|
|
}
|
|
BKE_sound_ensure_loaded(bmain, sound);
|
|
}
|