-> The feature was completely missing o_O Also fixed an ffmpeg seeking bug.
		
			
				
	
	
		
			108 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#ifndef BKE_SOUND_H
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#define BKE_SOUND_H
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/** \file BKE_sound.h
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 *  \ingroup bke
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 *  \since March 2001
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 *  \author nzc
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 */
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struct PackedFile;
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struct bSound;
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struct bContext;
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struct ListBase;
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struct Main;
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struct Sequence;
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void sound_init_once(void);
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void sound_init(struct Main *main);
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void sound_exit(void);
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void sound_force_device(int device);
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int sound_define_from_str(const char *str);
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struct bSound* sound_new_file(struct Main *main, const char *filename);
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// XXX unused currently
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#if 0
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struct bSound* sound_new_buffer(struct bContext *C, struct bSound *source);
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struct bSound* sound_new_limiter(struct bContext *C, struct bSound *source, float start, float end);
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#endif
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void sound_delete(struct bContext *C, struct bSound* sound);
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void sound_cache(struct bSound* sound, int ignore);
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void sound_delete_cache(struct bSound* sound);
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void sound_load(struct Main *main, struct bSound* sound);
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void sound_free(struct bSound* sound);
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#ifdef AUD_CAPI
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AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume);
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#endif
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void sound_create_scene(struct Scene *scene);
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void sound_destroy_scene(struct Scene *scene);
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void sound_mute_scene(struct Scene *scene, int muted);
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void* sound_scene_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip);
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void* sound_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip);
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void sound_remove_scene_sound(struct Scene *scene, void* handle);
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void sound_mute_scene_sound(struct Scene *scene, void* handle, char mute);
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void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip);
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void sound_play_scene(struct Scene *scene);
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void sound_stop_scene(struct Scene *scene);
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void sound_seek_scene(struct bContext *C);
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float sound_sync_scene(struct Scene *scene);
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int sound_scene_playing(struct Scene *scene);
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int sound_read_sound_buffer(struct bSound* sound, float* buffer, int length, float start, float end);
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int sound_get_channels(struct bSound* sound);
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#endif
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