Depsgraph: Add scene audio component
The idea is to make that responsible for dealing with things like audio update on frame jump and such.
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@@ -1585,6 +1585,11 @@ void DepsgraphNodeBuilder::build_sequencer(Scene *scene)
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SEQ_END;
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}
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void DepsgraphNodeBuilder::build_scene_audio(Scene *scene)
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{
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add_operation_node(&scene->id, NodeType::AUDIO, OperationCode::SOUND_EVAL);
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}
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/* **** ID traversal callbacks functions **** */
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void DepsgraphNodeBuilder::modifier_walk(void *user_data,
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@@ -209,6 +209,7 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
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void build_speaker(Speaker *speaker);
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void build_sound(bSound *sound);
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void build_sequencer(Scene *scene);
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void build_scene_audio(Scene *scene);
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/* Per-ID information about what was already in the dependency graph.
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* Allows to re-use certain values, to speed up following evaluation. */
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@@ -154,6 +154,7 @@ void DepsgraphNodeBuilder::build_view_layer(Scene *scene,
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}
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/* Sequencer. */
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if (linked_state == DEG_ID_LINKED_DIRECTLY) {
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build_scene_audio(scene);
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build_sequencer(scene);
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}
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/* Collections. */
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@@ -2307,15 +2307,25 @@ void DepsgraphRelationBuilder::build_sequencer(Scene *scene)
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/* Make sure dependnecies from sequences data goes to the sequencer evaluation. */
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ComponentKey sequencer_key(&scene->id, NodeType::SEQUENCER);
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Sequence *seq;
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bool has_audio_strips = false;
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SEQ_BEGIN (scene->ed, seq) {
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if (seq->sound != NULL) {
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build_sound(seq->sound);
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ComponentKey sound_key(&seq->sound->id, NodeType::AUDIO);
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add_relation(sound_key, sequencer_key, "Sound -> Sequencer");
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has_audio_strips = true;
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}
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/* TODO(sergey): Movie clip, scene, camera, mask. */
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}
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SEQ_END;
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if (has_audio_strips) {
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ComponentKey scene_audio_key(&scene->id, NodeType::AUDIO);
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add_relation(sequencer_key, scene_audio_key, "Sequencer -> Audio");
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}
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}
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void DepsgraphRelationBuilder::build_scene_audio(Scene * /*scene*/)
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{
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}
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void DepsgraphRelationBuilder::build_copy_on_write_relations()
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@@ -270,6 +270,7 @@ class DepsgraphRelationBuilder : public DepsgraphBuilder {
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void build_speaker(Speaker *speaker);
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void build_sound(bSound *sound);
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void build_sequencer(Scene *scene);
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void build_scene_audio(Scene *scene);
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void build_nested_datablock(ID *owner, ID *id);
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void build_nested_nodetree(ID *owner, bNodeTree *ntree);
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@@ -132,6 +132,7 @@ void DepsgraphRelationBuilder::build_view_layer(Scene *scene,
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}
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/* Sequencer. */
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if (linked_state == DEG_ID_LINKED_DIRECTLY) {
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build_scene_audio(scene);
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build_sequencer(scene);
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}
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/* Build all set scenes. */
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@@ -218,6 +218,9 @@ void depsgraph_tag_to_component_opcode(const ID *id,
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case ID_RECALC_SEQUENCER:
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*component_type = NodeType::SEQUENCER;
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break;
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case ID_RECALC_AUDIO_JUMP:
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*component_type = NodeType::AUDIO;
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break;
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case ID_RECALC_ALL:
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case ID_RECALC_PSYS_ALL:
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BLI_assert(!"Should not happen");
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@@ -620,6 +623,8 @@ const char *DEG_update_tag_as_string(IDRecalcFlag flag)
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return "EDITORS";
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case ID_RECALC_SEQUENCER:
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return "SEQUENCER";
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case ID_RECALC_AUDIO_JUMP:
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return "AUDIO_JUMP";
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case ID_RECALC_ALL:
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return "ALL";
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}
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@@ -608,6 +608,10 @@ typedef enum IDRecalcFlag {
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* Use this tag with a scene ID which owns the sequences. */
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ID_RECALC_SEQUENCER = (1 << 14),
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/* Frame changed in a way that caused audio jump.
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* Use this on a scene ID. */
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ID_RECALC_AUDIO_JUMP = (1 << 15),
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/***************************************************************************
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* Pseudonyms, to have more semantic meaning in the actual code without
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* using too much low-level and implementation specific tags. */
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