Fix frame jump with AV-sync enabled
It was possible to have animation player step happening after manual jump prior to the dependency graph evaluation. Now we forbid changing scene frame if it was manually requested to be changed.
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@@ -4230,8 +4230,12 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), const wmEv
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sync = (scene->flag & SCE_FRAME_DROP);
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}
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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_eval))) {
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if (scene_eval->id.recalc & ID_RECALC_AUDIO_SEEK) {
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/* Ignore seek here, the audio will be updated to the scene frame after jump during next
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* dependency graph update. */
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}
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else if ((scene->audio.flag & AUDIO_SYNC) && (sad->flag & ANIMPLAY_FLAG_REVERSE) == false &&
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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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/* give some space here to avoid jumps */
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