Patch implements better way to control playback speed than it is possible to do with speed effect. Speed factor property can be set in Time panel. There are 2 layers of control: Option to retime movie to match scene FPS rate. Custom speed factor to control playback rate. Since playback rate is strip property, it is now possible to manipulate strip as normal one even if it is retimed. To facilitate manipulation, some functions need to consider speed factor and apply necessary corrections to strip offset or strip start. These corrections may need to be float numbers, so start and offsets must be float as well. Sound strips now use speed factor instead of pitch. This means, that strips will change length to match usable length. In addition, it is possible to group movie and sound strip and change speed of meta strip.
146 lines
3.8 KiB
C
146 lines
3.8 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved.
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* 2003-2009 Blender Foundation.
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* 2005-2006 Peter Schlaile <peter [at] schlaile [dot] de> */
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/** \file
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* \ingroup bke
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*/
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#include <math.h>
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#include "DNA_scene_types.h"
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#include "DNA_sequence_types.h"
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#include "DNA_sound_types.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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#include "BKE_sound.h"
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#include "SEQ_sound.h"
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#include "SEQ_time.h"
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#include "sequencer.h"
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#include "strip_time.h"
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/* Unlike _update_sound_ funcs, these ones take info from audaspace to update sequence length! */
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#ifdef WITH_AUDASPACE
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static bool sequencer_refresh_sound_length_recursive(Main *bmain, Scene *scene, ListBase *seqbase)
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{
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Sequence *seq;
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bool changed = false;
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for (seq = seqbase->first; seq; seq = seq->next) {
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if (seq->type == SEQ_TYPE_META) {
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if (sequencer_refresh_sound_length_recursive(bmain, scene, &seq->seqbase)) {
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changed = true;
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}
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}
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else if (seq->type == SEQ_TYPE_SOUND_RAM && seq->sound) {
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SoundInfo info;
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if (!BKE_sound_info_get(bmain, seq->sound, &info)) {
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continue;
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}
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int old = seq->len;
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float fac;
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seq->len = MAX2(1, round((info.length - seq->sound->offset_time) * FPS));
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fac = (float)seq->len / (float)old;
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old = seq->startofs;
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seq->startofs *= fac;
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seq->endofs *= fac;
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seq->start += (old - seq->startofs); /* So that visual/"real" start frame does not change! */
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changed = true;
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}
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}
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return changed;
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}
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#endif
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void SEQ_sound_update_length(Main *bmain, Scene *scene)
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{
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#ifdef WITH_AUDASPACE
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if (scene->ed) {
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sequencer_refresh_sound_length_recursive(bmain, scene, &scene->ed->seqbase);
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}
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#else
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UNUSED_VARS(bmain, scene);
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#endif
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}
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void SEQ_sound_update_bounds_all(Scene *scene)
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{
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Editing *ed = scene->ed;
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if (ed) {
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Sequence *seq;
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for (seq = ed->seqbase.first; seq; seq = seq->next) {
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if (seq->type == SEQ_TYPE_META) {
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seq_update_sound_bounds_recursive(scene, seq);
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}
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else if (ELEM(seq->type, SEQ_TYPE_SOUND_RAM, SEQ_TYPE_SCENE)) {
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SEQ_sound_update_bounds(scene, seq);
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}
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}
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}
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}
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void SEQ_sound_update_bounds(Scene *scene, Sequence *seq)
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{
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if (seq->type == SEQ_TYPE_SCENE) {
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if (seq->scene && seq->scene_sound) {
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/* We have to take into account start frame of the sequence's scene! */
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int startofs = seq->startofs + seq->anim_startofs + seq->scene->r.sfra;
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BKE_sound_move_scene_sound(scene,
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seq->scene_sound,
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SEQ_time_left_handle_frame_get(scene, seq),
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SEQ_time_right_handle_frame_get(scene, seq),
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startofs,
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0.0);
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}
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}
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else {
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BKE_sound_move_scene_sound_defaults(scene, seq);
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}
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/* mute is set in seq_update_muting_recursive */
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}
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static void seq_update_sound_recursive(Scene *scene, ListBase *seqbasep, bSound *sound)
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{
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Sequence *seq;
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for (seq = seqbasep->first; seq; seq = seq->next) {
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if (seq->type == SEQ_TYPE_META) {
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seq_update_sound_recursive(scene, &seq->seqbase, sound);
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}
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else if (seq->type == SEQ_TYPE_SOUND_RAM) {
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if (seq->scene_sound && sound == seq->sound) {
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BKE_sound_update_scene_sound(seq->scene_sound, sound);
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}
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}
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}
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}
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void SEQ_sound_update(Scene *scene, bSound *sound)
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{
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if (scene->ed) {
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seq_update_sound_recursive(scene, &scene->ed->seqbase, sound);
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}
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}
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float SEQ_sound_pitch_get(const Scene *scene, const Sequence *seq)
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{
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Sequence *meta_parent = seq_sequence_lookup_meta_by_seq(scene, seq);
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if (meta_parent != NULL) {
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return seq->speed_factor * SEQ_sound_pitch_get(scene, meta_parent);
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}
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return seq->speed_factor;
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}
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