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

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
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*/
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#include <string.h>
#include <stdlib.h>
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#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_iterator.h"
#include "BLI_math.h"
#include "BLI_threads.h"
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#include "DNA_anim_types.h"
#include "DNA_object_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 "DNA_sound_types.h"
#include "DNA_speaker_types.h"
#include "DNA_windowmanager_types.h"
#ifdef WITH_AUDASPACE
# include <AUD_Sound.h>
# include <AUD_Sequence.h>
# include <AUD_Handle.h>
# include <AUD_Special.h>
# include "../../../intern/audaspace/intern/AUD_Set.h"
#endif
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#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sound.h"
#include "BKE_library.h"
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#include "BKE_packedFile.h"
#include "BKE_sequencer.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#ifdef WITH_AUDASPACE
/* evil globals ;-) */
static int sound_cfra;
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static char **audio_device_names = NULL;
#endif
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BLI_INLINE void sound_verify_evaluated_id(ID *id)
{
UNUSED_VARS_NDEBUG(id);
/* This is a bit tricky and not quite reliable, but good enough check.
*
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* 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.
*
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* Data-blocks which are covered by a copy-on-write system of dependency graph will have
* LIB_TAG_COPIED_ON_WRITE tag set on them. But if some of data-blocks during its evaluation
* 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
* LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT tag set on them.
*
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* 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.
*
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* NOTE: We consider ID evaluated if ANY of those flags is set. We do NOT require ALL of them.
*/
BLI_assert(id->tag &
(LIB_TAG_COPIED_ON_WRITE | LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT | LIB_TAG_NO_MAIN));
}
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bSound *BKE_sound_new_file(Main *bmain, const char *filepath)
{
bSound *sound;
const char *path;
char str[FILE_MAX];
BLI_strncpy(str, filepath, sizeof(str));
path = BKE_main_blendfile_path(bmain);
BLI_path_abs(str, path);
sound = BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0);
BLI_strncpy(sound->name, filepath, FILE_MAX);
/* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
BKE_sound_reset_runtime(sound);
return sound;
}
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bSound *BKE_sound_new_file_exists_ex(Main *bmain, const char *filepath, bool *r_exists)
{
bSound *sound;
char str[FILE_MAX], strtest[FILE_MAX];
BLI_strncpy(str, filepath, sizeof(str));
BLI_path_abs(str, BKE_main_blendfile_path(bmain));
/* first search an identical filepath */
for (sound = bmain->sounds.first; sound; sound = sound->id.next) {
BLI_strncpy(strtest, sound->name, sizeof(sound->name));
BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id));
if (BLI_path_cmp(strtest, str) == 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);
}
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bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath)
{
return BKE_sound_new_file_exists_ex(bmain, filepath, NULL);
}
static void sound_free_audio(bSound *sound)
{
#ifdef WITH_AUDASPACE
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
#else
UNUSED_VARS(sound);
#endif /* WITH_AUDASPACE */
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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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)
{
/* No animdata here. */
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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if (sound->packedfile) {
BKE_packedfile_free(sound->packedfile);
sound->packedfile = NULL;
}
sound_free_audio(sound);
BKE_sound_free_waveform(sound);
if (sound->spinlock) {
BLI_spin_end(sound->spinlock);
MEM_freeN(sound->spinlock);
sound->spinlock = NULL;
}
}
/**
* Only copy internal data of Sound ID from source
* to already allocated/initialized destination.
* You probably never want to use that directly,
* use #BKE_id_copy or #BKE_id_copy_ex for typical needs.
*
* WARNING! This function will not handle ID user count!
*
* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_sound_copy_data(Main *UNUSED(bmain),
bSound *sound_dst,
const bSound *UNUSED(sound_src),
const int UNUSED(flag))
{
sound_dst->handle = NULL;
sound_dst->cache = NULL;
sound_dst->waveform = NULL;
sound_dst->playback_handle = NULL;
sound_dst->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound_dst->spinlock);
/* Just to be sure, should not have any value actually after reading time. */
sound_dst->ipo = NULL;
sound_dst->newpackedfile = NULL;
if (sound_dst->packedfile) {
sound_dst->packedfile = BKE_packedfile_duplicate(sound_dst->packedfile);
}
BKE_sound_reset_runtime(sound_dst);
}
void BKE_sound_make_local(Main *bmain, bSound *sound, const bool lib_local)
{
BKE_id_make_local_generic(bmain, &sound->id, true, lib_local);
}
#ifdef WITH_AUDASPACE
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static const char *force_device = NULL;
# ifdef WITH_JACK
static SoundJackSyncCallback sound_jack_sync_callback = NULL;
static void sound_sync_callback(void *data, int mode, float time)
{
if (sound_jack_sync_callback == NULL) {
return;
}
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Main *bmain = (Main *)data;
sound_jack_sync_callback(bmain, mode, time);
}
# endif
void BKE_sound_force_device(const char *device)
{
force_device = device;
}
void BKE_sound_init_once(void)
{
AUD_initOnce();
atexit(BKE_sound_exit_once);
}
static AUD_Device *sound_device = NULL;
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void *BKE_sound_get_device(void)
{
return sound_device;
}
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void BKE_sound_init(Main *bmain)
{
/* Make sure no instance of the sound system is running, otherwise we get leaks. */
BKE_sound_exit();
AUD_DeviceSpecs specs;
int device, buffersize;
const char *device_name;
device = U.audiodevice;
buffersize = U.mixbufsize;
specs.channels = U.audiochannels;
specs.format = U.audioformat;
specs.rate = U.audiorate;
if (force_device == NULL) {
int i;
char **names = BKE_sound_get_device_names();
device_name = names[0];
/* make sure device is within the bounds of the array */
for (i = 0; names[i]; i++) {
if (i == device) {
device_name = names[i];
}
}
}
else {
device_name = force_device;
}
if (buffersize < 128) {
buffersize = 1024;
}
if (specs.rate < AUD_RATE_8000) {
specs.rate = AUD_RATE_48000;
}
if (specs.format <= AUD_FORMAT_INVALID) {
specs.format = AUD_FORMAT_S16;
}
if (specs.channels <= AUD_CHANNELS_INVALID) {
specs.channels = AUD_CHANNELS_STEREO;
}
if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender"))) {
sound_device = AUD_init("Null", specs, buffersize, "Blender");
}
BKE_sound_init_main(bmain);
}
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void BKE_sound_init_main(Main *bmain)
{
# ifdef WITH_JACK
if (sound_device) {
AUD_setSynchronizerCallback(sound_sync_callback, bmain);
}
# else
UNUSED_VARS(bmain);
# endif
}
void BKE_sound_exit(void)
{
AUD_exit(sound_device);
sound_device = NULL;
}
void BKE_sound_exit_once(void)
{
AUD_exit(sound_device);
sound_device = NULL;
AUD_exitOnce();
if (audio_device_names != NULL) {
int i;
for (i = 0; audio_device_names[i]; i++) {
free(audio_device_names[i]);
}
free(audio_device_names);
audio_device_names = NULL;
}
}
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/* XXX unused currently */
# if 0
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bSound *BKE_sound_new_buffer(Main *bmain, bSound *source)
{
bSound *sound = NULL;
char name[MAX_ID_NAME + 5];
strcpy(name, "buf_");
strcpy(name + 4, 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;
}
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bSound *BKE_sound_new_limiter(Main *bmain, bSound *source, float start, float end)
{
bSound *sound = NULL;
char name[MAX_ID_NAME + 5];
strcpy(name, "lim_");
strcpy(name + 4, 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;
}
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}
void BKE_sound_delete_cache(bSound *sound)
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{
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
sound->playback_handle = sound->handle;
}
}
static void sound_load_audio(Main *bmain, bSound *sound)
{
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
Sound: Make sound handles only be in evaluated datablocks Quite straightforward change, which makes it so audio handles are only created inside of evaluated datablocks. Exception is adding sound strip to the sequencer, which needs an audio handle to query length and number of channels. This is done by temporarily loading sound file into an original datablock, and then tossing it away. There is an assert in sound.c which verifies that audio system is used from an evaluated domain, which should help porting all the cases which are likely missed by this commit. Some annoying parts: - `BKE_sound_update_scene()` is iterating over all bases, and does special ID tags to see whether sound has been handled or not already. This can not be done the old fashion now. Ideally, this will be done as a speaker datablock evaluation, but seems that would require a lock since audio API is not safe for threading. So this is not a desired way i'd say. Possible solution here would be to iterate over ID datablocks using dependency graph query API. - Frame jump needs to call `BKE_sound_seek_scene()` directly because there might be some flags assigned to the scene which could be clear after operator execution is over. Need to verify if that's the case though. This is a bit hairy code, so sticking to a safest and known to work approach for now. - Removed check for format when opening new sound file. Maybe we can have some utility function which queries channel and duration information, leaving the caller's code clean and tidy. Tested following cases: - Adding/removing/moving sequencer's sound strips. - Adding/moving speakers in viewport. - Rendering audio. Reviewers: brecht Differential Revision: https://developer.blender.org/D4779
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BKE_sound_free_waveform(sound);
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/* 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 soundact->sound->name, only change a copy */
BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
/* but we need a packed file then */
if (pf) {
sound->handle = AUD_Sound_bufferFile((unsigned char *)pf->data, pf->size);
}
else {
/* or else load it from disk */
sound->handle = AUD_Sound_file(fullpath);
}
}
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/* 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);
}
Sound: Revert all the recent changes to sound This happened to be a bigger rabbit hole to hell than it originally seemed, and there are higher priority design tasks to be handled (at this point high priority design task is more important than high priority bug fix). After talking to Brecht the decision was made to revert to the known isolated issue, which will allow everyone in the studio work same as prior to last Friday. The remaining bits will be worked on after all the design tasks are out of the way. This commit reverts: 4cdb4b9532c Fix T64161: Crashing using undo and multiple windows 064273a4ae7 Sound: Port more cases to be a part of dependency graph 2e582f8ab53 Sound: Fix access wrong dependency graph 5fc49d9c915 Sound: add stubs to build without audaspace c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks c02534469ac Sound: Delay creating sound scene handle for until is needed 9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE 2f79286453e Cleanup: unused vars bed8ad6f95a Fix crash in background rendering after recent sound changes 773691310f9 Fix T64143: Crash when scrubbing in the graph editor 888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync 6ab7b384645 Sound: More fixes for access of original scene 35db1195455 Sound: Fix access original scene during playback 211c4fd2e9a Depsgraph: Make comment about evaluation more obvious c5fe16e121e Sound: Make sound handles only be in evaluated datablocks b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write 4eedf784b04 Depsgraph: Store original sequencer strip pointer 6990ef151c1 Sound: Move evaluation to dependency graph d02da8de23b Sound: Delay opening handlers for until really needed 3369b828916 Depsgraph: Add scene audio component e8f10d64757 Depsgraph: Tag sequencer for update on changes 6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer 17447ac5a6b Depsgraph: Make sound ID part of the graph
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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);
}
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AUD_Device *BKE_sound_mixdown(Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
sound_verify_evaluated_id(&scene->id);
return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
}
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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, scene->audio.distance_model);
scene->playback_handle = NULL;
scene->sound_scrub_handle = NULL;
scene->speaker_handles = NULL;
}
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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);
}
}
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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);
}
}
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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);
}
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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(
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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;
}
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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(
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Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
{
sound_verify_evaluated_id(&scene->id);
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/* 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;
}
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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);
}
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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(
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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);
}
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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;
}
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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);
}
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void BKE_sound_update_sequencer(Main *main, bSound *sound)
{
BLI_assert(!"is not supposed to be used, is weird function.");
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Scene *scene;
for (scene = main->scenes.first; scene; scene = scene->id.next) {
BKE_sequencer_update_sound(scene, sound);
}
}
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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);
}
}
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void BKE_sound_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
const float cur_time = (float)((double)CFRA / FPS);
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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);
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}
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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();
}
}
}
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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);
}
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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;
}
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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) {
/* TODO(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);
}
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}
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;
}
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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;
}
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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);
}
/* TODO(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)
{
}
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void BKE_sound_init(Main *UNUSED(bmain))
{
}
void BKE_sound_exit(void)
{
}
void BKE_sound_exit_once(void)
{
}
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void BKE_sound_cache(bSound *UNUSED(sound))
{
}
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void BKE_sound_delete_cache(bSound *UNUSED(sound))
{
}
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void BKE_sound_load(Main *UNUSED(bmain), bSound *UNUSED(sound))
{
}
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void BKE_sound_create_scene(Scene *UNUSED(scene))
{
}
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void BKE_sound_destroy_scene(Scene *UNUSED(scene))
{
}
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void BKE_sound_reset_scene_specs(Scene *UNUSED(scene))
{
}
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void BKE_sound_mute_scene(Scene *UNUSED(scene), int UNUSED(muted))
{
}
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void *BKE_sound_scene_add_scene_sound(Scene *UNUSED(scene),
Sequence *UNUSED(sequence),
int UNUSED(startframe),
int UNUSED(endframe),
int UNUSED(frameskip))
{
return NULL;
}
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void *BKE_sound_scene_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
{
return NULL;
}
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void *BKE_sound_add_scene_sound(Scene *UNUSED(scene),
Sequence *UNUSED(sequence),
int UNUSED(startframe),
int UNUSED(endframe),
int UNUSED(frameskip))
{
return NULL;
}
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void *BKE_sound_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
{
return NULL;
}
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void BKE_sound_remove_scene_sound(Scene *UNUSED(scene), void *UNUSED(handle))
{
}
void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute))
{
}
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void BKE_sound_move_scene_sound(Scene *UNUSED(scene),
void *UNUSED(handle),
int UNUSED(startframe),
int UNUSED(endframe),
int UNUSED(frameskip))
{
}
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void BKE_sound_move_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
{
}
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void BKE_sound_play_scene(Scene *UNUSED(scene))
{
}
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void BKE_sound_stop_scene(Scene *UNUSED(scene))
{
}
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void BKE_sound_seek_scene(Main *UNUSED(bmain), Scene *UNUSED(scene))
{
}
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float BKE_sound_sync_scene(Scene *UNUSED(scene))
{
return NAN_FLT;
}
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int BKE_sound_scene_playing(Scene *UNUSED(scene))
{
return -1;
}
void BKE_sound_read_waveform(Main *bmain, bSound *sound, short *stop)
{
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UNUSED_VARS(sound, stop, bmain);
}
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void BKE_sound_init_main(Main *UNUSED(bmain))
{
}
void BKE_sound_set_cfra(int UNUSED(cfra))
{
}
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void BKE_sound_update_sequencer(Main *UNUSED(main), bSound *UNUSED(sound))
{
}
void BKE_sound_update_scene(Depsgraph *UNUSED(depsgraph), Scene *UNUSED(scene))
{
}
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void BKE_sound_update_scene_sound(void *UNUSED(handle), bSound *UNUSED(sound))
{
}
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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))
{
}
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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);
}