This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/intern/sound.c
Campbell Barton de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00

986 lines
28 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
*/
#include <string.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_packedFile_types.h"
#include "DNA_screen_types.h"
#include "DNA_sound_types.h"
#include "DNA_speaker_types.h"
#ifdef WITH_AUDASPACE
# include <AUD_Sound.h>
# include <AUD_Sequence.h>
# include <AUD_Handle.h>
# include <AUD_Special.h>
# include "../../../intern/audaspace/intern/AUD_Set.h"
#endif
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sound.h"
#include "BKE_library.h"
#include "BKE_packedFile.h"
#include "BKE_sequencer.h"
#include "BKE_scene.h"
#ifdef WITH_AUDASPACE
/* evil globals ;-) */
static int sound_cfra;
static char **audio_device_names = NULL;
#endif
bSound *BKE_sound_new_file(struct Main *bmain, const char *filepath)
{
bSound *sound;
const char *path;
char str[FILE_MAX];
BLI_strncpy(str, filepath, sizeof(str));
path = BKE_main_blendfile_path(bmain);
BLI_path_abs(str, path);
sound = BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0);
BLI_strncpy(sound->name, filepath, FILE_MAX);
/* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */
BKE_sound_load(bmain, sound);
return sound;
}
bSound *BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, bool *r_exists)
{
bSound *sound;
char str[FILE_MAX], strtest[FILE_MAX];
BLI_strncpy(str, filepath, sizeof(str));
BLI_path_abs(str, BKE_main_blendfile_path(bmain));
/* first search an identical filepath */
for (sound = bmain->sound.first; sound; sound = sound->id.next) {
BLI_strncpy(strtest, sound->name, sizeof(sound->name));
BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id));
if (BLI_path_cmp(strtest, str) == 0) {
id_us_plus(&sound->id); /* officially should not, it doesn't link here! */
if (r_exists)
*r_exists = true;
return sound;
}
}
if (r_exists)
*r_exists = false;
return BKE_sound_new_file(bmain, filepath);
}
bSound *BKE_sound_new_file_exists(struct Main *bmain, const char *filepath)
{
return BKE_sound_new_file_exists_ex(bmain, filepath, NULL);
}
/** Free (or release) any data used by this sound (does not free the sound itself). */
void BKE_sound_free(bSound *sound)
{
/* No animdata here. */
if (sound->packedfile) {
freePackedFile(sound->packedfile);
sound->packedfile = NULL;
}
#ifdef WITH_AUDASPACE
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
BKE_sound_free_waveform(sound);
#endif /* WITH_AUDASPACE */
if (sound->spinlock) {
BLI_spin_end(sound->spinlock);
MEM_freeN(sound->spinlock);
sound->spinlock = NULL;
}
}
/**
* Only copy internal data of Sound ID from source to already allocated/initialized destination.
* You probably never want to use that directly, use BKE_id_copy or BKE_id_copy_ex for typical needs.
*
* WARNING! This function will not handle ID user count!
*
* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_sound_copy_data(Main *bmain, bSound *sound_dst, const bSound *UNUSED(sound_src), const int UNUSED(flag))
{
sound_dst->handle = NULL;
sound_dst->cache = NULL;
sound_dst->waveform = NULL;
sound_dst->playback_handle = NULL;
sound_dst->spinlock = NULL; /* Think this is OK? Otherwise, easy to create new spinlock here... */
/* Just to be sure, should not have any value actually after reading time. */
sound_dst->ipo = NULL;
sound_dst->newpackedfile = NULL;
if (sound_dst->packedfile) {
sound_dst->packedfile = dupPackedFile(sound_dst->packedfile);
}
/* Initialize whole runtime (audaspace) stuff. */
BKE_sound_load(bmain, sound_dst);
}
void BKE_sound_make_local(Main *bmain, bSound *sound, const bool lib_local)
{
BKE_id_make_local_generic(bmain, &sound->id, true, lib_local);
}
#ifdef WITH_AUDASPACE
static const char *force_device = NULL;
#ifdef WITH_JACK
static void sound_sync_callback(void *data, int mode, float time)
{
// Ugly: Blender doesn't like it when the animation is played back during rendering
if (G.is_rendering)
return;
struct Main *bmain = (struct Main *)data;
struct Scene *scene;
scene = bmain->scene.first;
while (scene) {
if (scene->audio.flag & AUDIO_SYNC) {
if (mode)
BKE_sound_play_scene(scene);
else
BKE_sound_stop_scene(scene);
if (scene->playback_handle)
AUD_Handle_setPosition(scene->playback_handle, time);
}
scene = scene->id.next;
}
}
#endif
void BKE_sound_force_device(const char *device)
{
force_device = device;
}
void BKE_sound_init_once(void)
{
AUD_initOnce();
atexit(BKE_sound_exit_once);
}
static AUD_Device *sound_device = NULL;
void *BKE_sound_get_device(void)
{
return sound_device;
}
void BKE_sound_init(struct Main *bmain)
{
/* Make sure no instance of the sound system is running, otherwise we get leaks. */
BKE_sound_exit();
AUD_DeviceSpecs specs;
int device, buffersize;
const char *device_name;
device = U.audiodevice;
buffersize = U.mixbufsize;
specs.channels = U.audiochannels;
specs.format = U.audioformat;
specs.rate = U.audiorate;
if (force_device == NULL) {
int i;
char **names = BKE_sound_get_device_names();
device_name = names[0];
/* make sure device is within the bounds of the array */
for (i = 0; names[i]; i++) {
if (i == device) {
device_name = names[i];
}
}
}
else
device_name = force_device;
if (buffersize < 128)
buffersize = 1024;
if (specs.rate < AUD_RATE_8000)
specs.rate = AUD_RATE_48000;
if (specs.format <= AUD_FORMAT_INVALID)
specs.format = AUD_FORMAT_S16;
if (specs.channels <= AUD_CHANNELS_INVALID)
specs.channels = AUD_CHANNELS_STEREO;
if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender")))
sound_device = AUD_init("Null", specs, buffersize, "Blender");
BKE_sound_init_main(bmain);
}
void BKE_sound_init_main(struct Main *bmain)
{
#ifdef WITH_JACK
if (sound_device)
AUD_setSynchronizerCallback(sound_sync_callback, bmain);
#else
(void)bmain; /* unused */
#endif
}
void BKE_sound_exit(void)
{
AUD_exit(sound_device);
sound_device = NULL;
}
void BKE_sound_exit_once(void)
{
AUD_exit(sound_device);
sound_device = NULL;
AUD_exitOnce();
if (audio_device_names != NULL) {
int i;
for (i = 0; audio_device_names[i]; i++) {
free(audio_device_names[i]);
}
free(audio_device_names);
audio_device_names = NULL;
}
}
/* XXX unused currently */
#if 0
bSound *BKE_sound_new_buffer(struct Main *bmain, bSound *source)
{
bSound *sound = NULL;
char name[MAX_ID_NAME + 5];
strcpy(name, "buf_");
strcpy(name + 4, source->id.name);
sound = BKE_libblock_alloc(bmain, ID_SO, name);
sound->child_sound = source;
sound->type = SOUND_TYPE_BUFFER;
sound_load(bmain, sound);
return sound;
}
bSound *BKE_sound_new_limiter(struct Main *bmain, bSound *source, float start, float end)
{
bSound *sound = NULL;
char name[MAX_ID_NAME + 5];
strcpy(name, "lim_");
strcpy(name + 4, source->id.name);
sound = BKE_libblock_alloc(bmain, ID_SO, name);
sound->child_sound = source;
sound->start = start;
sound->end = end;
sound->type = SOUND_TYPE_LIMITER;
sound_load(bmain, sound);
return sound;
}
#endif
void BKE_sound_cache(bSound *sound)
{
sound->flags |= SOUND_FLAGS_CACHING;
if (sound->cache)
AUD_Sound_free(sound->cache);
sound->cache = AUD_Sound_cache(sound->handle);
if (sound->cache)
sound->playback_handle = sound->cache;
else
sound->playback_handle = sound->handle;
}
void BKE_sound_delete_cache(bSound *sound)
{
sound->flags &= ~SOUND_FLAGS_CACHING;
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
sound->playback_handle = sound->handle;
}
}
void BKE_sound_load(struct Main *bmain, bSound *sound)
{
if (sound) {
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
BKE_sound_free_waveform(sound);
/* XXX unused currently */
#if 0
switch (sound->type)
{
case SOUND_TYPE_FILE:
#endif
{
char fullpath[FILE_MAX];
/* load sound */
PackedFile *pf = sound->packedfile;
/* don't modify soundact->sound->name, only change a copy */
BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
/* but we need a packed file then */
if (pf)
sound->handle = AUD_Sound_bufferFile((unsigned char *) pf->data, pf->size);
/* or else load it from disk */
else
sound->handle = AUD_Sound_file(fullpath);
}
/* XXX unused currently */
#if 0
break;
}
case SOUND_TYPE_BUFFER:
if (sound->child_sound && sound->child_sound->handle)
sound->handle = AUD_bufferSound(sound->child_sound->handle);
break;
case SOUND_TYPE_LIMITER:
if (sound->child_sound && sound->child_sound->handle)
sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end);
break;
}
#endif
if (sound->flags & SOUND_FLAGS_MONO) {
void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
AUD_Sound_free(sound->handle);
sound->handle = handle;
}
if (sound->flags & SOUND_FLAGS_CACHING) {
sound->cache = AUD_Sound_cache(sound->handle);
}
if (sound->cache)
sound->playback_handle = sound->cache;
else
sound->playback_handle = sound->handle;
BKE_sound_update_sequencer(bmain, sound);
}
}
AUD_Device *BKE_sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
}
void BKE_sound_create_scene(struct Scene *scene)
{
/* should be done in version patch, but this gets called before */
if (scene->r.frs_sec_base == 0)
scene->r.frs_sec_base = 1;
scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
scene->playback_handle = NULL;
scene->sound_scrub_handle = NULL;
scene->speaker_handles = NULL;
}
void BKE_sound_destroy_scene(struct Scene *scene)
{
if (scene->playback_handle)
AUD_Handle_stop(scene->playback_handle);
if (scene->sound_scrub_handle)
AUD_Handle_stop(scene->sound_scrub_handle);
if (scene->sound_scene)
AUD_Sequence_free(scene->sound_scene);
if (scene->speaker_handles)
AUD_destroySet(scene->speaker_handles);
}
void BKE_sound_reset_scene_specs(struct Scene *scene)
{
AUD_Specs specs;
specs.channels = AUD_Device_getChannels(sound_device);
specs.rate = AUD_Device_getRate(sound_device);
AUD_Sequence_setSpecs(scene->sound_scene, specs);
}
void BKE_sound_mute_scene(struct Scene *scene, int muted)
{
if (scene->sound_scene)
AUD_Sequence_setMuted(scene->sound_scene, muted);
}
void BKE_sound_update_fps(struct Scene *scene)
{
if (scene->sound_scene)
AUD_Sequence_setFPS(scene->sound_scene, FPS);
BKE_sequencer_refresh_sound_length(scene);
}
void BKE_sound_update_scene_listener(struct Scene *scene)
{
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
}
void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence,
int startframe, int endframe, int frameskip)
{
if (sequence->scene && scene != sequence->scene) {
const double fps = FPS;
return AUD_Sequence_add(scene->sound_scene, sequence->scene->sound_scene,
startframe / fps, endframe / fps, frameskip / fps);
}
return NULL;
}
void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
{
return BKE_sound_scene_add_scene_sound(scene, sequence,
sequence->startdisp, sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
{
/* Happens when sequence's sound datablock was removed. */
if (sequence->sound == NULL) {
return NULL;
}
const double fps = FPS;
void *handle = AUD_Sequence_add(scene->sound_scene, sequence->sound->playback_handle,
startframe / fps, endframe / fps, frameskip / fps);
AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
return handle;
}
void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
{
return BKE_sound_add_scene_sound(scene, sequence,
sequence->startdisp, sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle)
{
AUD_Sequence_remove(scene->sound_scene, handle);
}
void BKE_sound_mute_scene_sound(void *handle, char mute)
{
AUD_SequenceEntry_setMuted(handle, mute);
}
void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip)
{
const double fps = FPS;
AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps);
}
void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
{
if (sequence->scene_sound) {
BKE_sound_move_scene_sound(scene, sequence->scene_sound,
sequence->startdisp, sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
}
void BKE_sound_update_scene_sound(void *handle, bSound *sound)
{
AUD_SequenceEntry_setSound(handle, sound->playback_handle);
}
void BKE_sound_set_cfra(int cfra)
{
sound_cfra = cfra;
}
void BKE_sound_set_scene_volume(struct Scene *scene, float volume)
{
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume,
(scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
}
void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
}
void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
}
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
{
printf("%s\n", __func__);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
}
void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
{
struct Scene *scene;
for (scene = main->scene.first; scene; scene = scene->id.next) {
BKE_sequencer_update_sound(scene, sound);
}
}
static void sound_start_play_scene(struct Scene *scene)
{
if (scene->playback_handle)
AUD_Handle_stop(scene->playback_handle);
BKE_sound_reset_scene_specs(scene);
if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1)))
AUD_Handle_setLoopCount(scene->playback_handle, -1);
}
void BKE_sound_play_scene(struct Scene *scene)
{
AUD_Status status;
const float cur_time = (float)((double)CFRA / FPS);
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_Device_unlock(sound_device);
return;
}
}
if (status != AUD_STATUS_PLAYING) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
AUD_Handle_resume(scene->playback_handle);
}
if (scene->audio.flag & AUDIO_SYNC)
AUD_playSynchronizer();
AUD_Device_unlock(sound_device);
}
void BKE_sound_stop_scene(struct Scene *scene)
{
if (scene->playback_handle) {
AUD_Handle_pause(scene->playback_handle);
if (scene->audio.flag & AUDIO_SYNC)
AUD_stopSynchronizer();
}
}
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
{
AUD_Status status;
bScreen *screen;
int animation_playing;
const float one_frame = (float)(1.0 / FPS);
const float cur_time = (float)((double)CFRA / FPS);
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_Device_unlock(sound_device);
return;
}
AUD_Handle_pause(scene->playback_handle);
}
animation_playing = 0;
for (screen = bmain->screen.first; screen; screen = screen->id.next) {
if (screen->animtimer) {
animation_playing = 1;
break;
}
}
if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
AUD_Handle_resume(scene->playback_handle);
if (scene->sound_scrub_handle && AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
}
else {
if (scene->sound_scrub_handle) {
AUD_Handle_stop(scene->sound_scrub_handle);
}
scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
}
}
else {
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
else {
if (status == AUD_STATUS_PLAYING) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
}
}
}
AUD_Device_unlock(sound_device);
}
float BKE_sound_sync_scene(struct Scene *scene)
{
// Ugly: Blender doesn't like it when the animation is played back during rendering
if (G.is_rendering)
return NAN_FLT;
if (scene->playback_handle) {
if (scene->audio.flag & AUDIO_SYNC)
return AUD_getSynchronizerPosition(scene->playback_handle);
else
return AUD_Handle_getPosition(scene->playback_handle);
}
return NAN_FLT;
}
int BKE_sound_scene_playing(struct Scene *scene)
{
// Ugly: Blender doesn't like it when the animation is played back during rendering
if (G.is_rendering)
return -1;
if (scene->audio.flag & AUDIO_SYNC)
return AUD_isSynchronizerPlaying();
else
return -1;
}
void BKE_sound_free_waveform(bSound *sound)
{
if ((sound->tags & SOUND_TAGS_WAVEFORM_NO_RELOAD) == 0) {
SoundWaveform *waveform = sound->waveform;
if (waveform) {
if (waveform->data) {
MEM_freeN(waveform->data);
}
MEM_freeN(waveform);
}
sound->waveform = NULL;
}
/* This tag is only valid once. */
sound->tags &= ~SOUND_TAGS_WAVEFORM_NO_RELOAD;
}
void BKE_sound_read_waveform(bSound *sound, short *stop)
{
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform");
if (info.length > 0) {
int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
waveform->data = MEM_mallocN(length * sizeof(float) * 3, "SoundWaveform.samples");
waveform->length = AUD_readSound(sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, stop);
}
else {
/* Create an empty waveform here if the sound couldn't be
* read. This indicates that reading the waveform is "done",
* whereas just setting sound->waveform to NULL causes other
* code to think the waveform still needs to be created. */
waveform->data = NULL;
waveform->length = 0;
}
if (*stop) {
if (waveform->data) {
MEM_freeN(waveform->data);
}
MEM_freeN(waveform);
BLI_spin_lock(sound->spinlock);
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(sound->spinlock);
return;
}
BKE_sound_free_waveform(sound);
BLI_spin_lock(sound->spinlock);
sound->waveform = waveform;
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(sound->spinlock);
}
static void sound_update_base(Scene *scene, Base *base, void *new_set)
{
Object *ob = base->object;
NlaTrack *track;
NlaStrip *strip;
Speaker *speaker;
float quat[4];
if ((ob->id.tag & LIB_TAG_DOIT) == 0) {
return;
}
ob->id.tag &= ~LIB_TAG_DOIT;
if ((ob->type != OB_SPEAKER) || !ob->adt) {
return;
}
for (track = ob->adt->nla_tracks.first; track; track = track->next) {
for (strip = track->strips.first; strip; strip = strip->next) {
if (strip->type != NLASTRIP_TYPE_SOUND) {
continue;
}
speaker = (Speaker *)ob->data;
if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) {
if (speaker->sound) {
AUD_SequenceEntry_move(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
}
else {
AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle);
strip->speaker_handle = NULL;
}
}
else {
if (speaker->sound) {
strip->speaker_handle = AUD_Sequence_add(scene->sound_scene,
speaker->sound->playback_handle,
(double)strip->start / FPS, FLT_MAX, 0);
AUD_SequenceEntry_setRelative(strip->speaker_handle, 0);
}
}
if (strip->speaker_handle) {
const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED));
AUD_addSet(new_set, strip->speaker_handle);
AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max);
AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min);
AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max);
AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference);
AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation);
AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer);
AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner);
AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer);
mat4_to_quat(quat, ob->obmat);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle);
AUD_SequenceEntry_setMuted(strip->speaker_handle, mute);
}
}
}
}
void BKE_sound_update_scene(Main *bmain, Scene *scene)
{
Base *base;
Scene *sce_it;
void *new_set = AUD_createSet();
void *handle;
float quat[4];
/* cheap test to skip looping over all objects (no speakers is a common case) */
if (!BLI_listbase_is_empty(&bmain->speaker)) {
BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true);
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
for (base = view_layer->object_bases.first; base; base = base->next) {
sound_update_base(scene, base, new_set);
}
}
for (SETLOOPER_SET_ONLY(scene, sce_it, base)) {
sound_update_base(scene, base, new_set);
}
}
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_Sequence_remove(scene->sound_scene, handle);
}
if (scene->camera) {
mat4_to_quat(quat, scene->camera->obmat);
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
}
AUD_destroySet(scene->speaker_handles);
scene->speaker_handles = new_set;
}
void *BKE_sound_get_factory(void *sound)
{
return ((bSound *)sound)->playback_handle;
}
/* stupid wrapper because AUD_C-API.h includes Python.h which makesrna doesn't like */
float BKE_sound_get_length(bSound *sound)
{
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
return info.length;
}
char **BKE_sound_get_device_names(void)
{
if (audio_device_names == NULL) {
audio_device_names = AUD_getDeviceNames();
}
return audio_device_names;
}
#else /* WITH_AUDASPACE */
#include "BLI_utildefines.h"
void BKE_sound_force_device(const char *UNUSED(device)) {}
void BKE_sound_init_once(void) {}
void BKE_sound_init(struct Main *UNUSED(bmain)) {}
void BKE_sound_exit(void) {}
void BKE_sound_exit_once(void) {}
void BKE_sound_cache(struct bSound *UNUSED(sound)) {}
void BKE_sound_delete_cache(struct bSound *UNUSED(sound)) {}
void BKE_sound_load(struct Main *UNUSED(bmain), struct bSound *UNUSED(sound)) {}
void BKE_sound_create_scene(struct Scene *UNUSED(scene)) {}
void BKE_sound_destroy_scene(struct Scene *UNUSED(scene)) {}
void BKE_sound_reset_scene_specs(struct Scene *UNUSED(scene)) {}
void BKE_sound_mute_scene(struct Scene *UNUSED(scene), int UNUSED(muted)) {}
void *BKE_sound_scene_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence),
int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *UNUSED(scene),
struct Sequence *UNUSED(sequence)) { return NULL; }
void *BKE_sound_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence), int UNUSED(startframe),
int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
void *BKE_sound_add_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) { return NULL; }
void BKE_sound_remove_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle)) {}
void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute)) {}
void BKE_sound_move_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle), int UNUSED(startframe),
int UNUSED(endframe), int UNUSED(frameskip)) {}
void BKE_sound_move_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) {}
void BKE_sound_play_scene(struct Scene *UNUSED(scene)) {}
void BKE_sound_stop_scene(struct Scene *UNUSED(scene)) {}
void BKE_sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
float BKE_sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; }
int BKE_sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
void BKE_sound_read_waveform(struct bSound *sound, short *stop) { UNUSED_VARS(sound, stop); }
void BKE_sound_init_main(struct Main *UNUSED(bmain)) {}
void BKE_sound_set_cfra(int UNUSED(cfra)) {}
void BKE_sound_update_sequencer(struct Main *UNUSED(main), struct bSound *UNUSED(sound)) {}
void BKE_sound_update_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
void BKE_sound_update_scene_sound(void *UNUSED(handle), struct bSound *UNUSED(sound)) {}
void BKE_sound_update_scene_listener(struct Scene *UNUSED(scene)) {}
void BKE_sound_update_fps(struct Scene *UNUSED(scene)) {}
void BKE_sound_set_scene_sound_volume(void *UNUSED(handle), float UNUSED(volume), char UNUSED(animated)) {}
void BKE_sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated)) {}
void BKE_sound_set_scene_volume(struct Scene *UNUSED(scene), float UNUSED(volume)) {}
void BKE_sound_set_scene_sound_pitch(void *UNUSED(handle), float UNUSED(pitch), char UNUSED(animated)) {}
float BKE_sound_get_length(struct bSound *UNUSED(sound)) { return 0; }
char **BKE_sound_get_device_names(void) { static char *names[1] = {NULL}; return names; }
#endif /* WITH_AUDASPACE */