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
This commit is contained in:
2011-07-28 13:58:59 +00:00
parent 90b64737f1
commit bd6ca0570e
29 changed files with 439 additions and 62 deletions

View File

@@ -43,6 +43,32 @@ class SCENE_PT_scene(SceneButtonsPanel, bpy.types.Panel):
layout.prop(scene, "background_set", text="Background")
class SCENE_PT_audio(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Audio"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = context.scene.render
layout.prop(scene, "audio_distance_model")
layout.prop(scene, "audio_doppler_speed", text="Speed")
layout.prop(scene, "audio_doppler_factor")
layout.prop(scene, "audio_volume")
layout.operator("sound.update_animation_flags")
layout.operator("sound.bake_animation")
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_audio_mixrate", text="Rate")
col = split.column()
col.prop(rd, "ffmpeg_audio_channels", text="")
class SCENE_PT_unit(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER'}