145 lines
4.0 KiB
C
145 lines
4.0 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* - Blender Foundation, 2003-2009
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* - Peter Schlaile <peter [at] schlaile [dot] de> 2005/2006
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*/
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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 "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 "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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SEQ_time_update_sequence(scene, seq);
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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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const float length = BKE_sound_get_length(bmain, seq->sound);
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int old = seq->len;
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float fac;
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seq->len = (int)ceil((double)length * 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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SEQ_time_update_sequence(scene, seq);
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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, seq->scene_sound, seq->startdisp, seq->enddisp, startofs);
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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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