Commit Graph

178 Commits

Author SHA1 Message Date
9827a3e9ea 2.5 Audio:
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
2010-02-07 23:41:17 +00:00
6c584a449a -setaudio argument to force an audio device.
This also means that only -s and -S are accepted to set start frame and scene (before, it would accept anything that started with s or S, you could have done blender -b file.blend -super 1 -Science "scene 2").

We really need better argument parsing...
2010-01-31 18:32:19 +00:00
d7d185ef4a Preparation to force an audio device via command line. Will be implemented by theeth. 2010-01-30 21:04:51 +00:00
174eccf078 Huge new year audio commit!
* Refactored the whole audaspace library to use float as sample format over all readers.
* Added new Readers like the linear resampler, envelope, lowpass, highpass and butterworth.
* Note: The butterworth filter isn't working correctly, some bug in there... Maybe also true for the envelope.
* Added a sound to f-curve operator that behaves mostly like the soundtracker script of technoestupido.
2010-01-01 05:09:30 +00:00
f350cde18c -noaudio option to force the sound system to None.
Useful when openAL is not setup properly (*cough* pulseaudio *cough) and prevents startup.

This doesn't actually affect the userpref option, so you can set it to whatever you want, save userprefs and restart.
2009-12-07 20:39:57 +00:00
2c08e182c7 * Added control and animation of sound volume of sequence sound strips (found in properties pane)
To insert keys, use I key while hovering over the button for now, rmb clicking on the property to insert a key doesn't work (general bug for all regions except property editor - will investigate).

Doesn't convert over from old fac0 ipos on opening old files though for the time being.

* Made sequence strip names unique while I was at it, to allow strip properties to be animated properly.
2009-11-19 03:21:37 +00:00
69995bb1b3 Sound:
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.

I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
2009-09-26 20:03:01 +00:00
189263e1d9 Sound:
* Fixed mixdown volume being int instead of float
* Fixed audio muting for sequencer not working
* Added 3D listener settings with RNA (not working in GE yet)
2009-09-20 17:55:03 +00:00
1185be4355 Sound:
* Moved AudioData back to Scene
* Updated RNA stuff
* Added mixdown volume
2009-09-20 14:00:00 +00:00
Nathan Letwory
fb649d5824 * cleaning up warnings (mostly windows). A collection of other warning fixes too (undefined function, assuming int, etc.)
This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
2009-09-06 13:20:05 +00:00
87929332c7 Changed sync difference time of sound strips to 0.5 seconds instead of 1 frame. Maybe this should be a user preference setting? 2009-08-31 18:18:10 +00:00
03b3d2cb79 Sound packing/unpacking operators. 2009-08-28 21:47:05 +00:00
c30f54e326 2.5 Sound: RNA for bSound. 2009-08-26 18:20:17 +00:00
47ce314bc5 2.5 Sound:
- Cleaned up DNA_sound_types.h, especially the bSound structure.
- Fixed a caching bug.
2009-08-26 14:19:29 +00:00
36b85d4508 Changed default audio device from SDL to OpenAL after a discussion in IRC, we're testing if OpenAL works flawlessly on all plattforms and if so we'll keep it as default device as it supports 3D Audio for the GE what SDL doesn't. 2009-08-26 08:09:29 +00:00
4ba6dbce76 Replaced G.sce by Main.name in sound.c.
I hoped for it to resolve the bug of loading sounds with relative paths didn't work, but Main.name isn't set before the sounds are loaded, so the bug resists!
Someone who is into file loading should please fix this!
2009-08-25 15:30:04 +00:00
98e9ddbf5b Bugfixing. 2009-08-22 16:54:18 +00:00
594121016d 2.5
* Use scene->r.audio instead of scene->audio everywhere, was using both still.
* Fix time_top_left_3dwindow link error, not sure why this happens, somehow
  with scons building it seems that files (like time_header.c) wich are not
  called from the same .a module get stripped?
2009-08-16 22:49:17 +00:00
55edb016b1 2.5: Sound
* Move sound_init to make sure it gets called everytime user
  preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
  while the other did not, don't see the point of this, so just
  made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
  rather than timeline flag. Since it uses the same playback
  operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
  with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
  stop playing too.
2009-08-16 20:37:22 +00:00
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
110f927c63 Changed frame numbering to only alter hashes if they are in the filename (not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names.
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)

There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
2008-05-04 09:41:15 +00:00
604b423032 - Library linking feature: global undo/redo now doesn't read the linked
library .blend files anymore, making it a load faster to use.

- Fixed ancient annoyance; samples were not properly freed, giving a lot
  "Error Totblock" when using sound.
  This fix also involves removing an ancient NaN hack, which treated the
  samples as fake Library data in the Main database.
  But still, the Blender Sound and Sample code is horrible... :/
2006-11-25 13:07:28 +00:00
af8b623002 o some warning fixes (compare of int to NULL, missing prototype) 2005-10-09 16:57:49 +00:00
Alexander Ewering
61e9d7c2d4 Possible fix for bug #3094 - use normal malloc/free for stuff that gets
alloced inside SDL threads.
2005-09-30 10:23:28 +00:00
da7b4711a4 When Sound blocks are loaded, they can have packedfiles. If a Sound isn't
played (= packedfiles opened and copied to another block) these
packed data blocks where not freed.

The error showed in console at closing of Blender, like:
	read_struct len: 24 0x1c4423c
2004-04-23 13:11:29 +00:00
Alexander Ewering
c2f92ace79 Added a MEM_freeN call to sound_free_sound() to release bSound->stream
created by audio_makestream(). Fixes "Err Totblck stream len..." messages
and memory leak.
2003-07-18 15:30:12 +00:00
d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00