Sound: Fix for being unable to jump to a frame during playback with A/V sync

This commit is contained in:
2019-05-03 17:47:44 +02:00
parent 712fe561d5
commit 888852055c
4 changed files with 24 additions and 7 deletions

View File

@@ -32,6 +32,7 @@
struct Main;
struct Sequence;
struct bSound;
struct Depsgraph;
typedef struct SoundWaveform {
int length;
@@ -143,6 +144,10 @@ void BKE_sound_stop_scene(struct Scene *scene);
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene);
/* Use this after original scene's frame has been changed. It will take care of doing all the
* updates required for BKE_sound_seek_scene(). */
void BKE_sound_update_and_seek(struct Main *bmain, struct Depsgraph *depsgraph);
float BKE_sound_sync_scene(struct Scene *scene);
int BKE_sound_scene_playing(struct Scene *scene);

View File

@@ -1213,6 +1213,19 @@ char **BKE_sound_get_device_names(void)
#endif /* WITH_AUDASPACE */
void BKE_sound_update_and_seek(Main *bmain, Depsgraph *depsgraph)
{
Scene *scene_orig = DEG_get_input_scene(depsgraph);
Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
/* NOTE: We don't do copy-on-write or anything like that here because we need to know scene's
* flags like "scrubbing" in the BKE_sound_seek_scene(). So we simply update frame to which
* seek needs to happen.
*
* TODO(sergey): Might change API so the frame is passes explicitly. */
scene_eval->r.cfra = scene_orig->r.cfra;
BKE_sound_seek_scene(bmain, scene_eval);
}
void BKE_sound_reset_scene_runtime(Scene *scene)
{
scene->sound_scene = NULL;

View File

@@ -116,7 +116,7 @@ static void change_frame_apply(bContext *C, wmOperator *op)
FRAMENUMBER_MIN_CLAMP(CFRA);
/* do updates */
BKE_sound_seek_scene(CTX_data_main(C), DEG_get_evaluated_scene(CTX_data_depsgraph(C)));
BKE_sound_update_and_seek(CTX_data_main(C), CTX_data_depsgraph(C));
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
}

View File

@@ -2771,7 +2771,7 @@ static int frame_offset_exec(bContext *C, wmOperator *op)
areas_do_frame_follow(C, false);
BKE_sound_seek_scene(bmain, scene);
BKE_sound_update_and_seek(bmain, CTX_data_depsgraph(C));
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
@@ -2833,8 +2833,7 @@ static int frame_jump_exec(bContext *C, wmOperator *op)
areas_do_frame_follow(C, true);
/* TODO(sergey): Make more reusable. */
BKE_sound_seek_scene(bmain, DEG_get_evaluated_scene(CTX_data_depsgraph(C)));
BKE_sound_update_and_seek(bmain, CTX_data_depsgraph(C));
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
}
@@ -2950,7 +2949,7 @@ static int keyframe_jump_exec(bContext *C, wmOperator *op)
else {
areas_do_frame_follow(C, true);
BKE_sound_seek_scene(bmain, scene);
BKE_sound_update_and_seek(bmain, CTX_data_depsgraph(C));
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
@@ -3017,7 +3016,7 @@ static int marker_jump_exec(bContext *C, wmOperator *op)
areas_do_frame_follow(C, true);
BKE_sound_seek_scene(bmain, scene);
BKE_sound_update_and_seek(bmain, CTX_data_depsgraph(C));
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
@@ -4404,7 +4403,7 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), const wmEv
}
if (sad->flag & ANIMPLAY_FLAG_JUMPED) {
BKE_sound_seek_scene(bmain, scene_eval);
BKE_sound_update_and_seek(bmain, depsgraph);
#ifdef PROFILE_AUDIO_SYNCH
old_frame = CFRA;
#endif