Sound: Fix access original scene during playback
Was required to have AV-sync enabled. and then simply play playback would have triggered an assert. In release builds the sync would have happened to a wrong frame.
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@@ -4289,7 +4289,8 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), const wmEv
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if (screen->animtimer && screen->animtimer == event->customdata) {
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if (screen->animtimer && screen->animtimer == event->customdata) {
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Main *bmain = CTX_data_main(C);
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Main *bmain = CTX_data_main(C);
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Scene *scene = CTX_data_scene(C);
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Scene *scene = CTX_data_scene(C);
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struct Depsgraph *depsgraph = CTX_data_depsgraph(C);
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Depsgraph *depsgraph = CTX_data_depsgraph(C);
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Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
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wmTimer *wt = screen->animtimer;
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wmTimer *wt = screen->animtimer;
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ScreenAnimData *sad = wt->customdata;
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ScreenAnimData *sad = wt->customdata;
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindowManager *wm = CTX_wm_manager(C);
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@@ -4310,7 +4311,7 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), const wmEv
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}
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}
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if ((scene->audio.flag & AUDIO_SYNC) && (sad->flag & ANIMPLAY_FLAG_REVERSE) == false &&
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if ((scene->audio.flag & AUDIO_SYNC) && (sad->flag & ANIMPLAY_FLAG_REVERSE) == false &&
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isfinite(time = BKE_sound_sync_scene(scene))) {
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isfinite(time = BKE_sound_sync_scene(scene_eval))) {
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double newfra = (double)time * FPS;
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double newfra = (double)time * FPS;
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/* give some space here to avoid jumps */
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/* give some space here to avoid jumps */
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