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blender-archive/source/blender/blenkernel/intern/sound.c
Joerg Mueller 38fcc3e14b Fix T40280: sequencer sound strips with an end at a negative time kept playing
The bug was caused by using negative numbers as the end for playing forever (or until the end of the sound is reached) in the library. This was used with speaker objects which have an end of FLT_MAX now instead and the negative number interpretation was removed. I hope this doesn't break anything else.
2014-05-20 23:01:56 +02:00

848 lines
23 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/sound.c
* \ingroup bke
*/
#include <string.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.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_C-API.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 global ;-) */
static int sound_cfra;
#endif
bSound *sound_new_file(struct Main *bmain, const char *filename)
{
bSound *sound = NULL;
char str[FILE_MAX];
const char *path;
size_t len;
BLI_strncpy(str, filename, sizeof(str));
path = /*bmain ? bmain->name :*/ G.main->name;
BLI_path_abs(str, path);
len = strlen(filename);
while (len > 0 && filename[len - 1] != '/' && filename[len - 1] != '\\')
len--;
sound = BKE_libblock_alloc(bmain, ID_SO, filename + len);
BLI_strncpy(sound->name, filename, FILE_MAX);
/* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */
sound_load(bmain, sound);
if (!sound->playback_handle) {
BKE_libblock_free(bmain, sound);
sound = NULL;
}
return sound;
}
void BKE_sound_free(bSound *sound)
{
if (sound->packedfile) {
freePackedFile(sound->packedfile);
sound->packedfile = NULL;
}
#ifdef WITH_AUDASPACE
if (sound->handle) {
AUD_unload(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
if (sound->cache) {
AUD_unload(sound->cache);
sound->cache = NULL;
}
sound_free_waveform(sound);
#endif /* WITH_AUDASPACE */
}
#ifdef WITH_AUDASPACE
static int force_device = -1;
#ifdef WITH_JACK
static void sound_sync_callback(void *data, int mode, float time)
{
struct Main *bmain = (struct Main *)data;
struct Scene *scene;
scene = bmain->scene.first;
while (scene) {
if (scene->audio.flag & AUDIO_SYNC) {
if (mode)
sound_play_scene(scene);
else
sound_stop_scene(scene);
if (scene->sound_scene_handle)
AUD_seek(scene->sound_scene_handle, time);
}
scene = scene->id.next;
}
}
#endif
int sound_define_from_str(const char *str)
{
if (BLI_strcaseeq(str, "NULL"))
return AUD_NULL_DEVICE;
if (BLI_strcaseeq(str, "SDL"))
return AUD_SDL_DEVICE;
if (BLI_strcaseeq(str, "OPENAL"))
return AUD_OPENAL_DEVICE;
if (BLI_strcaseeq(str, "JACK"))
return AUD_JACK_DEVICE;
return -1;
}
void sound_force_device(int device)
{
force_device = device;
}
void sound_init_once(void)
{
AUD_initOnce();
atexit(sound_exit_once);
}
void sound_init(struct Main *bmain)
{
AUD_DeviceSpecs specs;
int device, buffersize;
device = U.audiodevice;
buffersize = U.mixbufsize;
specs.channels = U.audiochannels;
specs.format = U.audioformat;
specs.rate = U.audiorate;
if (force_device >= 0)
device = force_device;
if (buffersize < 128)
buffersize = AUD_DEFAULT_BUFFER_SIZE;
if (specs.rate < AUD_RATE_8000)
specs.rate = AUD_RATE_44100;
if (specs.format <= AUD_FORMAT_INVALID)
specs.format = AUD_FORMAT_S16;
if (specs.channels <= AUD_CHANNELS_INVALID)
specs.channels = AUD_CHANNELS_STEREO;
if (!AUD_init(device, specs, buffersize))
AUD_init(AUD_NULL_DEVICE, specs, buffersize);
sound_init_main(bmain);
}
void sound_init_main(struct Main *bmain)
{
#ifdef WITH_JACK
AUD_setSyncCallback(sound_sync_callback, bmain);
#else
(void)bmain; /* unused */
#endif
}
void sound_exit(void)
{
AUD_exit();
}
void sound_exit_once(void)
{
AUD_exit();
AUD_exitOnce();
}
/* XXX unused currently */
#if 0
bSound *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);
if (!sound->playback_handle)
{
BKE_libblock_free(bmain, sound);
sound = NULL;
}
return sound;
}
bSound *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);
if (!sound->playback_handle)
{
BKE_libblock_free(bmain, sound);
sound = NULL;
}
return sound;
}
#endif
void sound_delete(struct Main *bmain, bSound *sound)
{
if (sound) {
BKE_sound_free(sound);
BKE_libblock_free(bmain, sound);
}
}
void sound_cache(bSound *sound)
{
sound->flags |= SOUND_FLAGS_CACHING;
if (sound->cache)
AUD_unload(sound->cache);
sound->cache = AUD_bufferSound(sound->handle);
if (sound->cache)
sound->playback_handle = sound->cache;
else
sound->playback_handle = sound->handle;
}
void sound_cache_notifying(struct Main *main, bSound *sound)
{
sound_cache(sound);
sound_update_sequencer(main, sound);
}
void sound_delete_cache(bSound *sound)
{
sound->flags &= ~SOUND_FLAGS_CACHING;
if (sound->cache) {
AUD_unload(sound->cache);
sound->cache = NULL;
sound->playback_handle = sound->handle;
}
}
void sound_load(struct Main *bmain, bSound *sound)
{
if (sound) {
if (sound->cache) {
AUD_unload(sound->cache);
sound->cache = NULL;
}
if (sound->handle) {
AUD_unload(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
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_loadBuffer((unsigned char *) pf->data, pf->size);
/* or else load it from disk */
else
sound->handle = AUD_load(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_monoSound(sound->handle);
AUD_unload(sound->handle);
sound->handle = handle;
}
if (sound->flags & SOUND_FLAGS_CACHING) {
sound->cache = AUD_bufferSound(sound->handle);
}
if (sound->cache)
sound->playback_handle = sound->cache;
else
sound->playback_handle = sound->handle;
sound_update_sequencer(bmain, sound);
}
}
AUD_Device *sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
}
void 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_createSequencer(FPS, scene->audio.flag & AUDIO_MUTE);
AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
scene->audio.doppler_factor, scene->audio.distance_model);
scene->sound_scene_handle = NULL;
scene->sound_scrub_handle = NULL;
scene->speaker_handles = NULL;
}
void sound_destroy_scene(struct Scene *scene)
{
if (scene->sound_scene_handle)
AUD_stop(scene->sound_scene_handle);
if (scene->sound_scrub_handle)
AUD_stop(scene->sound_scrub_handle);
if (scene->sound_scene)
AUD_destroySequencer(scene->sound_scene);
if (scene->speaker_handles)
AUD_destroySet(scene->speaker_handles);
}
void sound_mute_scene(struct Scene *scene, int muted)
{
if (scene->sound_scene)
AUD_setSequencerMuted(scene->sound_scene, muted);
}
void sound_update_fps(struct Scene *scene)
{
if (scene->sound_scene)
AUD_setSequencerFPS(scene->sound_scene, FPS);
BKE_sequencer_refresh_sound_length(scene);
}
void sound_update_scene_listener(struct Scene *scene)
{
AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
scene->audio.doppler_factor, scene->audio.distance_model);
}
void *sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence,
int startframe, int endframe, int frameskip)
{
if (scene != sequence->scene) {
const double fps = FPS;
return AUD_addSequence(scene->sound_scene, sequence->scene->sound_scene,
startframe / fps, endframe / fps, frameskip / fps);
}
return NULL;
}
void *sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
{
return sound_scene_add_scene_sound(scene, sequence,
sequence->startdisp, sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
void *sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
{
const double fps = FPS;
void *handle = AUD_addSequence(scene->sound_scene, sequence->sound->playback_handle,
startframe / fps, endframe / fps, frameskip / fps);
AUD_muteSequence(handle, (sequence->flag & SEQ_MUTE) != 0);
AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
AUD_setSequenceAnimData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
AUD_setSequenceAnimData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
return handle;
}
void *sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
{
return sound_add_scene_sound(scene, sequence,
sequence->startdisp, sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
void sound_remove_scene_sound(struct Scene *scene, void *handle)
{
AUD_removeSequence(scene->sound_scene, handle);
}
void sound_mute_scene_sound(void *handle, char mute)
{
AUD_muteSequence(handle, mute);
}
void sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip)
{
const double fps = FPS;
AUD_moveSequence(handle, startframe / fps, endframe / fps, frameskip / fps);
}
void sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
{
if (sequence->scene_sound) {
sound_move_scene_sound(scene, sequence->scene_sound,
sequence->startdisp, sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
}
void sound_update_scene_sound(void *handle, bSound *sound)
{
AUD_updateSequenceSound(handle, sound->playback_handle);
}
void sound_set_cfra(int cfra)
{
sound_cfra = cfra;
}
void sound_set_scene_volume(struct Scene *scene, float volume)
{
AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume,
(scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
}
void sound_set_scene_sound_volume(void *handle, float volume, char animated)
{
AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
}
void sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
{
AUD_setSequenceAnimData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
}
void sound_set_scene_sound_pan(void *handle, float pan, char animated)
{
AUD_setSequenceAnimData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
}
void 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->sound_scene_handle)
AUD_stop(scene->sound_scene_handle);
AUD_setSequencerDeviceSpecs(scene->sound_scene);
if ((scene->sound_scene_handle = AUD_play(scene->sound_scene, 1)))
AUD_setLoop(scene->sound_scene_handle, -1);
}
void sound_play_scene(struct Scene *scene)
{
AUD_Status status;
const float cur_time = (float)((double)CFRA / FPS);
AUD_lock();
status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->sound_scene_handle) {
AUD_unlock();
return;
}
}
if (status != AUD_STATUS_PLAYING) {
AUD_seek(scene->sound_scene_handle, cur_time);
AUD_resume(scene->sound_scene_handle);
}
if (scene->audio.flag & AUDIO_SYNC)
AUD_startPlayback();
AUD_unlock();
}
void sound_stop_scene(struct Scene *scene)
{
if (scene->sound_scene_handle) {
AUD_pause(scene->sound_scene_handle);
if (scene->audio.flag & AUDIO_SYNC)
AUD_stopPlayback();
}
}
void 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_lock();
status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->sound_scene_handle) {
AUD_unlock();
return;
}
AUD_pause(scene->sound_scene_handle);
}
animation_playing = 0;
for (screen = bmain->screen.first; screen; screen = screen->id.next) {
if (screen->animtimer) {
animation_playing = 1;
}
}
if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seek(scene->sound_scene_handle, cur_time);
AUD_seekSequencer(scene->sound_scene_handle, cur_time);
}
else {
AUD_seek(scene->sound_scene_handle, cur_time);
}
AUD_resume(scene->sound_scene_handle);
if (scene->sound_scrub_handle && AUD_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
AUD_seek(scene->sound_scrub_handle, 0);
}
else {
if (scene->sound_scrub_handle) {
AUD_stop(scene->sound_scrub_handle);
}
scene->sound_scrub_handle = AUD_pauseAfter(scene->sound_scene_handle, one_frame);
}
}
else {
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSequencer(scene->sound_scene_handle, cur_time);
}
else {
if (status == AUD_STATUS_PLAYING) {
AUD_seek(scene->sound_scene_handle, cur_time);
}
}
}
AUD_unlock();
}
float sound_sync_scene(struct Scene *scene)
{
if (scene->sound_scene_handle) {
if (scene->audio.flag & AUDIO_SYNC)
return AUD_getSequencerPosition(scene->sound_scene_handle);
else
return AUD_getPosition(scene->sound_scene_handle);
}
return NAN_FLT;
}
int sound_scene_playing(struct Scene *scene)
{
if (scene->audio.flag & AUDIO_SYNC)
return AUD_doesPlayback();
else
return -1;
}
void sound_free_waveform(bSound *sound)
{
if (sound->waveform) {
MEM_freeN(((SoundWaveform *)sound->waveform)->data);
MEM_freeN(sound->waveform);
}
sound->waveform = NULL;
}
void sound_read_waveform(bSound *sound)
{
AUD_SoundInfo info;
info = AUD_getInfo(sound->playback_handle);
if (info.length > 0) {
SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform");
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);
sound_free_waveform(sound);
sound->waveform = waveform;
}
}
void sound_update_scene(Main *bmain, struct Scene *scene)
{
Object *ob;
Base *base;
NlaTrack *track;
NlaStrip *strip;
Speaker *speaker;
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)) {
for (SETLOOPER(scene, sce_it, base)) {
ob = base->object;
if ((ob->type != OB_SPEAKER) || !ob->adt) {
continue;
}
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_moveSequence(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
}
else {
AUD_removeSequence(scene->sound_scene, strip->speaker_handle);
strip->speaker_handle = NULL;
}
}
else {
if (speaker->sound) {
strip->speaker_handle = AUD_addSequence(scene->sound_scene,
speaker->sound->playback_handle,
(double)strip->start / FPS, FLT_MAX, 0);
AUD_setRelativeSequence(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_updateSequenceData(strip->speaker_handle, speaker->volume_max,
speaker->volume_min, speaker->distance_max,
speaker->distance_reference, speaker->attenuation,
speaker->cone_angle_outer, speaker->cone_angle_inner,
speaker->cone_volume_outer);
mat4_to_quat(quat, ob->obmat);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
AUD_updateSequenceSound(strip->speaker_handle, speaker->sound->playback_handle);
AUD_muteSequence(strip->speaker_handle, mute);
}
}
}
}
}
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_removeSequence(scene->sound_scene, handle);
}
if (scene->camera) {
mat4_to_quat(quat, scene->camera->obmat);
AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
}
AUD_destroySet(scene->speaker_handles);
scene->speaker_handles = new_set;
}
void *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 sound_get_length(bSound *sound)
{
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
return info.length;
}
bool sound_is_jack_supported(void)
{
return (bool)AUD_isJackSupported();
}
#else /* WITH_AUDASPACE */
#include "BLI_utildefines.h"
int sound_define_from_str(const char *UNUSED(str)) { return -1; }
void sound_force_device(int UNUSED(device)) {}
void sound_init_once(void) {}
void sound_init(struct Main *UNUSED(bmain)) {}
void sound_exit(void) {}
void sound_exit_once(void) {}
void sound_cache(struct bSound *UNUSED(sound)) {}
void sound_delete_cache(struct bSound *UNUSED(sound)) {}
void sound_load(struct Main *UNUSED(bmain), struct bSound *UNUSED(sound)) {}
void sound_create_scene(struct Scene *UNUSED(scene)) {}
void sound_destroy_scene(struct Scene *UNUSED(scene)) {}
void sound_mute_scene(struct Scene *UNUSED(scene), int UNUSED(muted)) {}
void *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 *sound_scene_add_scene_sound_defaults(struct Scene *UNUSED(scene),
struct Sequence *UNUSED(sequence)) { return NULL; }
void *sound_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence), int UNUSED(startframe),
int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
void *sound_add_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) { return NULL; }
void sound_remove_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle)) {}
void sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute)) {}
void sound_move_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle), int UNUSED(startframe),
int UNUSED(endframe), int UNUSED(frameskip)) {}
void sound_move_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) {}
void sound_play_scene(struct Scene *UNUSED(scene)) {}
void sound_stop_scene(struct Scene *UNUSED(scene)) {}
void sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
float sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; }
int sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
void sound_read_waveform(struct bSound *UNUSED(sound)) {}
void sound_init_main(struct Main *UNUSED(bmain)) {}
void sound_set_cfra(int UNUSED(cfra)) {}
void sound_update_sequencer(struct Main *UNUSED(main), struct bSound *UNUSED(sound)) {}
void sound_update_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
void sound_update_scene_sound(void *UNUSED(handle), struct bSound *UNUSED(sound)) {}
void sound_update_scene_listener(struct Scene *UNUSED(scene)) {}
void sound_update_fps(struct Scene *UNUSED(scene)) {}
void sound_set_scene_sound_volume(void *UNUSED(handle), float UNUSED(volume), char UNUSED(animated)) {}
void sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated)) {}
void sound_set_scene_volume(struct Scene *UNUSED(scene), float UNUSED(volume)) {}
void sound_set_scene_sound_pitch(void *UNUSED(handle), float UNUSED(pitch), char UNUSED(animated)) {}
float sound_get_length(struct bSound *UNUSED(sound)) { return 0; }
bool sound_is_jack_supported(void) { return false; }
#endif /* WITH_AUDASPACE */