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blender-archive/source/blender/sequencer/intern/sound.c
Sebastian Parborg ded68fb102 VSE: Fix audaspace not reading ffmpeg files with start offset correctly
The duration and start time for audio strips were not correctly read in
audaspace.

Some video files have a "lead in" section of audio that plays before the
video starts playing back. Before this patch, we would play this lead in
audio at the same time as the video started and thus the audio would not
be in sync anymore.

Now the lead in audio is cut off and the duration should be correctly
calculated with this in mind.

If the audio starts after the video, the audio strip is shifted to
account for this, but it will also lead to cut off audio which might not
be wanted. However we don't have a simple way to solve this at this
point.

Differential Revision: http://developer.blender.org/D11917
2021-08-16 15:10:58 +02:00

150 lines
4.1 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.
*
* - Blender Foundation, 2003-2009
* - Peter Schlaile <peter [at] schlaile [dot] de> 2005/2006
*/
/** \file
* \ingroup bke
*/
#include <math.h>
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_sound_types.h"
#include "BLI_listbase.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_sound.h"
#include "SEQ_sound.h"
#include "SEQ_time.h"
#include "strip_time.h"
/* Unlike _update_sound_ funcs, these ones take info from audaspace to update sequence length! */
#ifdef WITH_AUDASPACE
static bool sequencer_refresh_sound_length_recursive(Main *bmain, Scene *scene, ListBase *seqbase)
{
Sequence *seq;
bool changed = false;
for (seq = seqbase->first; seq; seq = seq->next) {
if (seq->type == SEQ_TYPE_META) {
if (sequencer_refresh_sound_length_recursive(bmain, scene, &seq->seqbase)) {
SEQ_time_update_sequence(scene, seq);
changed = true;
}
}
else if (seq->type == SEQ_TYPE_SOUND_RAM && seq->sound) {
const float length = BKE_sound_get_length(bmain, seq->sound);
int old = seq->len;
float fac;
seq->len = (int)ceil((double)length * FPS);
fac = (float)seq->len / (float)old;
old = seq->startofs;
seq->startofs *= fac;
seq->endofs *= fac;
seq->start += (old - seq->startofs); /* So that visual/"real" start frame does not change! */
SEQ_time_update_sequence(scene, seq);
changed = true;
}
}
return changed;
}
#endif
void SEQ_sound_update_length(Main *bmain, Scene *scene)
{
#ifdef WITH_AUDASPACE
if (scene->ed) {
sequencer_refresh_sound_length_recursive(bmain, scene, &scene->ed->seqbase);
}
#else
UNUSED_VARS(bmain, scene);
#endif
}
void SEQ_sound_update_bounds_all(Scene *scene)
{
Editing *ed = scene->ed;
if (ed) {
Sequence *seq;
for (seq = ed->seqbase.first; seq; seq = seq->next) {
if (seq->type == SEQ_TYPE_META) {
seq_update_sound_bounds_recursive(scene, seq);
}
else if (ELEM(seq->type, SEQ_TYPE_SOUND_RAM, SEQ_TYPE_SCENE)) {
SEQ_sound_update_bounds(scene, seq);
}
}
}
}
void SEQ_sound_update_bounds(Scene *scene, Sequence *seq)
{
if (seq->type == SEQ_TYPE_SCENE) {
if (seq->scene && seq->scene_sound) {
/* We have to take into account start frame of the sequence's scene! */
int startofs = seq->startofs + seq->anim_startofs + seq->scene->r.sfra;
BKE_sound_move_scene_sound(scene,
seq->scene_sound,
seq->startdisp,
seq->enddisp,
startofs,
seq->sound->offset_time);
}
}
else {
BKE_sound_move_scene_sound_defaults(scene, seq);
}
/* mute is set in seq_update_muting_recursive */
}
static void seq_update_sound_recursive(Scene *scene, ListBase *seqbasep, bSound *sound)
{
Sequence *seq;
for (seq = seqbasep->first; seq; seq = seq->next) {
if (seq->type == SEQ_TYPE_META) {
seq_update_sound_recursive(scene, &seq->seqbase, sound);
}
else if (seq->type == SEQ_TYPE_SOUND_RAM) {
if (seq->scene_sound && sound == seq->sound) {
BKE_sound_update_scene_sound(seq->scene_sound, sound);
}
}
}
}
void SEQ_sound_update(Scene *scene, bSound *sound)
{
if (scene->ed) {
seq_update_sound_recursive(scene, &scene->ed->seqbase, sound);
}
}