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blender-archive/source/blender/blenkernel/intern/sound.c

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/**
* sound.c (mar-2001 nzc)
*
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* $Id$
*/
#include <string.h>
#include <stdlib.h>
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#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "DNA_anim_types.h"
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#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
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#include "DNA_packedFile_types.h"
#include "DNA_screen_types.h"
#include "AUD_C-API.h"
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#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sound.h"
#include "BKE_context.h"
#include "BKE_library.h"
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#include "BKE_packedFile.h"
#include "BKE_fcurve.h"
#include "BKE_animsys.h"
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static int force_device = -1;
#ifdef WITH_JACK
static void sound_sync_callback(void* data, int mode, float time)
{
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struct Main* bmain = (struct Main*)data;
struct Scene* scene;
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scene = bmain->scene.first;
while(scene)
{
if(scene->audio.flag & AUDIO_SYNC)
{
if(mode)
sound_play_scene(scene);
else
sound_stop_scene(scene);
AUD_seek(scene->sound_scene_handle, time);
}
scene = scene->id.next;
}
}
#endif
int sound_define_from_str(char *str)
{
if (BLI_strcaseeq(str, "NULL"))
return AUD_NULL_DEVICE;
if (BLI_strcaseeq(str, "SDL"))
return AUD_SDL_DEVICE;
if (BLI_strcaseeq(str, "OPENAL"))
return AUD_OPENAL_DEVICE;
if (BLI_strcaseeq(str, "JACK"))
return AUD_JACK_DEVICE;
return -1;
}
void sound_force_device(int device)
{
force_device = device;
}
void sound_init_once()
{
AUD_initOnce();
}
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void sound_init(struct Main *bmain)
{
AUD_DeviceSpecs specs;
int device, buffersize;
device = U.audiodevice;
buffersize = U.mixbufsize;
specs.channels = U.audiochannels;
specs.format = U.audioformat;
specs.rate = U.audiorate;
if(force_device >= 0)
device = force_device;
if(buffersize < 128)
buffersize = AUD_DEFAULT_BUFFER_SIZE;
if(specs.rate < AUD_RATE_8000)
specs.rate = AUD_RATE_44100;
if(specs.format <= AUD_FORMAT_INVALID)
specs.format = AUD_FORMAT_S16;
if(specs.channels <= AUD_CHANNELS_INVALID)
specs.channels = AUD_CHANNELS_STEREO;
if(!AUD_init(device, specs, buffersize))
AUD_init(AUD_NULL_DEVICE, specs, buffersize);
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#ifdef WITH_JACK
AUD_setSyncCallback(sound_sync_callback, bmain);
#endif
}
void sound_exit()
{
AUD_exit();
}
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struct bSound* sound_new_file(struct Main *bmain, char* filename)
{
bSound* sound = NULL;
char str[FILE_MAX];
char *path;
int len;
strcpy(str, filename);
path = /*bmain ? bmain->name :*/ G.sce;
BLI_path_abs(str, path);
len = strlen(filename);
while(len > 0 && filename[len-1] != '/' && filename[len-1] != '\\')
len--;
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sound = alloc_libblock(&bmain->sound, ID_SO, filename+len);
BLI_strncpy(sound->name, filename, FILE_MAX);
// XXX unused currently sound->type = SOUND_TYPE_FILE;
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sound_load(bmain, sound);
if(!sound->playback_handle)
{
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free_libblock(&bmain->sound, sound);
sound = NULL;
}
return sound;
}
// XXX unused currently
#if 0
struct bSound* sound_new_buffer(struct bContext *C, struct bSound *source)
{
bSound* sound = NULL;
char name[25];
strcpy(name, "buf_");
strcpy(name + 4, source->id.name);
sound = alloc_libblock(&CTX_data_main(C)->sound, ID_SO, name);
sound->child_sound = source;
sound->type = SOUND_TYPE_BUFFER;
sound_load(CTX_data_main(C), sound);
if(!sound->playback_handle)
{
free_libblock(&CTX_data_main(C)->sound, sound);
sound = NULL;
}
return sound;
}
struct bSound* sound_new_limiter(struct bContext *C, struct bSound *source, float start, float end)
{
bSound* sound = NULL;
char name[25];
strcpy(name, "lim_");
strcpy(name + 4, source->id.name);
sound = alloc_libblock(&CTX_data_main(C)->sound, ID_SO, name);
sound->child_sound = source;
sound->start = start;
sound->end = end;
sound->type = SOUND_TYPE_LIMITER;
sound_load(CTX_data_main(C), sound);
if(!sound->playback_handle)
{
free_libblock(&CTX_data_main(C)->sound, sound);
sound = NULL;
}
return sound;
}
#endif
void sound_delete(struct bContext *C, struct bSound* sound)
{
if(sound)
{
sound_free(sound);
free_libblock(&CTX_data_main(C)->sound, sound);
}
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}
void sound_cache(struct bSound* sound, int ignore)
{
if(sound->cache && !ignore)
AUD_unload(sound->cache);
sound->cache = AUD_bufferSound(sound->handle);
sound->playback_handle = sound->cache;
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}
void sound_delete_cache(struct bSound* sound)
{
if(sound->cache)
{
AUD_unload(sound->cache);
sound->cache = NULL;
sound->playback_handle = sound->handle;
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}
}
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void sound_load(struct Main *bmain, struct bSound* sound)
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{
if(sound)
{
if(sound->handle)
{
AUD_unload(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
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}
// XXX unused currently
#if 0
switch(sound->type)
{
case SOUND_TYPE_FILE:
#endif
{
char fullpath[FILE_MAX];
char *path;
/* load sound */
PackedFile* pf = sound->packedfile;
/* dont modify soundact->sound->name, only change a copy */
BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
if(sound->id.lib)
path = sound->id.lib->filepath;
else
path = /*bmain ? bmain->name :*/ G.sce;
BLI_path_abs(fullpath, path);
/* but we need a packed file then */
if (pf)
sound->handle = AUD_loadBuffer((unsigned char*) pf->data, pf->size);
/* or else load it from disk */
else
sound->handle = AUD_load(fullpath);
} // XXX
// XXX unused currently
#if 0
break;
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}
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;
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}
#endif
if(sound->cache)
sound->playback_handle = sound->cache;
else
sound->playback_handle = sound->handle;
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}
}
void sound_free(struct bSound* sound)
{
if (sound->packedfile)
{
freePackedFile(sound->packedfile);
sound->packedfile = NULL;
}
if(sound->handle)
{
AUD_unload(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
}
static float sound_get_volume(Scene* scene, Sequence* sequence, float time)
{
AnimData *adt= BKE_animdata_from_id(&scene->id);
FCurve *fcu = NULL;
char buf[64];
/* NOTE: this manually constructed path needs to be used here to avoid problems with RNA crashes */
sprintf(buf, "sequence_editor.sequences_all[\"%s\"].volume", sequence->name+2);
if (adt && adt->action && adt->action->curves.first)
fcu= list_find_fcurve(&adt->action->curves, buf, 0);
if(fcu)
return evaluate_fcurve(fcu, time * FPS);
else
return sequence->volume;
}
AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
AUD_Device* mixdown = AUD_openReadDevice(specs);
AUD_setDeviceVolume(mixdown, volume);
AUD_playDevice(mixdown, scene->sound_scene, start / FPS);
return mixdown;
}
void sound_create_scene(struct Scene *scene)
{
scene->sound_scene = AUD_createSequencer(scene, (AUD_volumeFunction)&sound_get_volume);
}
void sound_destroy_scene(struct Scene *scene)
{
if(scene->sound_scene_handle)
AUD_stop(scene->sound_scene_handle);
if(scene->sound_scene)
AUD_destroySequencer(scene->sound_scene);
}
void* sound_scene_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip)
{
if(scene != sequence->scene)
return AUD_addSequencer(scene->sound_scene, &(sequence->scene->sound_scene), startframe / FPS, endframe / FPS, frameskip / FPS, sequence);
return NULL;
}
void* sound_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip)
{
return AUD_addSequencer(scene->sound_scene, &(sequence->sound->playback_handle), startframe / FPS, endframe / FPS, frameskip / FPS, sequence);
}
void sound_remove_scene_sound(struct Scene *scene, void* handle)
{
AUD_removeSequencer(scene->sound_scene, handle);
}
void sound_mute_scene_sound(struct Scene *scene, void* handle, char mute)
{
AUD_muteSequencer(scene->sound_scene, handle, mute);
}
void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip)
{
AUD_moveSequencer(scene->sound_scene, handle, startframe / FPS, endframe / FPS, frameskip / FPS);
}
void sound_start_play_scene(struct Scene *scene)
{
AUD_Sound* sound;
sound = AUD_loopSound(scene->sound_scene);
scene->sound_scene_handle = AUD_play(sound, 1);
AUD_unload(sound);
}
void sound_play_scene(struct Scene *scene)
{
AUD_Status status;
AUD_lock();
status = AUD_getStatus(scene->sound_scene_handle);
if(status == AUD_STATUS_INVALID)
sound_start_play_scene(scene);
AUD_setLoop(scene->sound_scene_handle, -1, -1);
if(status != AUD_STATUS_PLAYING)
{
AUD_seek(scene->sound_scene_handle, CFRA / FPS);
AUD_resume(scene->sound_scene_handle);
}
if(scene->audio.flag & AUDIO_SYNC)
AUD_startPlayback();
AUD_unlock();
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}
void sound_stop_scene(struct Scene *scene)
{
AUD_pause(scene->sound_scene_handle);
if(scene->audio.flag & AUDIO_SYNC)
AUD_stopPlayback();
}
void sound_seek_scene(struct bContext *C)
{
struct Scene *scene = CTX_data_scene(C);
AUD_Status status;
AUD_lock();
status = AUD_getStatus(scene->sound_scene_handle);
if(status == AUD_STATUS_INVALID)
{
sound_start_play_scene(scene);
AUD_pause(scene->sound_scene_handle);
}
if(scene->audio.flag & AUDIO_SCRUB && !CTX_wm_screen(C)->animtimer)
{
AUD_setLoop(scene->sound_scene_handle, -1, 1 / FPS);
if(scene->audio.flag & AUDIO_SYNC)
AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS);
else
AUD_seek(scene->sound_scene_handle, CFRA / FPS);
AUD_resume(scene->sound_scene_handle);
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}
else
{
if(scene->audio.flag & AUDIO_SYNC)
AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS);
else
{
if(status == AUD_STATUS_PLAYING)
AUD_seek(scene->sound_scene_handle, CFRA / FPS);
}
}
AUD_unlock();
}
float sound_sync_scene(struct Scene *scene)
{
if(scene->audio.flag & AUDIO_SYNC)
return AUD_getSequencerPosition(scene->sound_scene_handle);
else
return AUD_getPosition(scene->sound_scene_handle);
}
int sound_scene_playing(struct Scene *scene)
{
if(scene->audio.flag & AUDIO_SYNC)
return AUD_doesPlayback();
else
return -1;
}
int sound_read_sound_buffer(struct bSound* sound, float* buffer, int length, float start, float end)
{
AUD_Sound* limiter = AUD_limitSound(sound->cache, start, end);
return AUD_readSound(limiter, buffer, length);
AUD_unload(limiter);
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}