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
150 lines
4.1 KiB
C
150 lines
4.1 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,
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seq->scene_sound,
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seq->startdisp,
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seq->enddisp,
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startofs,
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seq->sound->offset_time);
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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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