3D Audio GSoC:
Implemented basic audio animation. * AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation) * Animatable properties so far are: volume, pitch, panning * Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference. * Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1]. * Disabled animation of audio related ffmpeg output parameters. * Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
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@@ -43,6 +43,32 @@ class SCENE_PT_scene(SceneButtonsPanel, bpy.types.Panel):
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layout.prop(scene, "background_set", text="Background")
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class SCENE_PT_audio(SceneButtonsPanel, bpy.types.Panel):
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bl_label = "Audio"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = context.scene.render
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layout.prop(scene, "audio_distance_model")
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layout.prop(scene, "audio_doppler_speed", text="Speed")
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layout.prop(scene, "audio_doppler_factor")
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layout.prop(scene, "audio_volume")
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layout.operator("sound.update_animation_flags")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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col.prop(rd, "ffmpeg_audio_mixrate", text="Rate")
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col = split.column()
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col.prop(rd, "ffmpeg_audio_channels", text="")
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class SCENE_PT_unit(SceneButtonsPanel, bpy.types.Panel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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