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blender-archive/source/blender/blenkernel/intern/sound.c
Sergey Sharybin 51bada696f Longer names support for all ID and other object names
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.

All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.

All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.

Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.

Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
2012-01-11 08:51:06 +00:00

834 lines
22 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_utildefines.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sound.h"
#include "BKE_context.h"
#include "BKE_library.h"
#include "BKE_packedFile.h"
#include "BKE_animsys.h"
#include "BKE_sequencer.h"
#include "BKE_scene.h"
// evil quiet NaN definition
static const int NAN_INT = 0x7FC00000;
#define NAN_FLT *((float*)(&NAN_INT))
#ifdef WITH_AUDASPACE
// evil global ;-)
static int sound_cfra;
#endif
struct bSound* sound_new_file(struct Main *bmain, const char *filename)
{
bSound* sound = NULL;
char str[FILE_MAX];
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 = alloc_libblock(&bmain->sound, ID_SO, filename+len);
BLI_strncpy(sound->name, filename, FILE_MAX);
// XXX unused currently sound->type = SOUND_TYPE_FILE;
sound_load(bmain, sound);
if(!sound->playback_handle)
{
free_libblock(&bmain->sound, sound);
sound = NULL;
}
return sound;
}
void sound_free(struct 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();
}
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();
}
// XXX unused currently
#if 0
struct bSound* sound_new_buffer(struct Main *bmain, struct bSound *source)
{
bSound* sound = NULL;
char name[MAX_ID_NAME+5];
strcpy(name, "buf_");
strcpy(name + 4, source->id.name);
sound = alloc_libblock(&bmain->sound, ID_SO, name);
sound->child_sound = source;
sound->type = SOUND_TYPE_BUFFER;
sound_load(bmain, sound);
if(!sound->playback_handle)
{
free_libblock(&bmain->sound, sound);
sound = NULL;
}
return sound;
}
struct bSound* sound_new_limiter(struct Main *bmain, struct 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 = alloc_libblock(&bmain->sound, 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)
{
free_libblock(&bmain->sound, sound);
sound = NULL;
}
return sound;
}
#endif
void sound_delete(struct Main *bmain, struct bSound* sound)
{
if(sound)
{
sound_free(sound);
free_libblock(&bmain->sound, sound);
}
}
void sound_cache(struct 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, struct bSound* sound)
{
sound_cache(sound);
sound_update_sequencer(main, sound);
}
void sound_delete_cache(struct 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, struct 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;
/* dont 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)
{
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);
}
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)
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)
{
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)
{
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, struct 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, struct bSound* sound)
{
struct Scene* scene;
for(scene = main->scene.first; scene; scene = scene->id.next)
seq_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;
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, CFRA / FPS);
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;
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, CFRA / FPS);
AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS);
}
else
AUD_seek(scene->sound_scene_handle, CFRA / FPS);
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, 1 / FPS);
}
}
else
{
if(scene->audio.flag & AUDIO_SYNC)
AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS);
else
{
if(status == AUD_STATUS_PLAYING)
AUD_seek(scene->sound_scene_handle, CFRA / FPS);
}
}
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(struct bSound* sound)
{
if(sound->waveform)
{
MEM_freeN(((SoundWaveform*)sound->waveform)->data);
MEM_freeN(sound->waveform);
}
sound->waveform = NULL;
}
void sound_read_waveform(struct 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(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];
for(SETLOOPER(scene, sce_it, base))
{
ob = base->object;
if(ob->type == OB_SPEAKER)
{
if(ob->adt)
{
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)
{
speaker = (Speaker*)ob->data;
if(AUD_removeSet(scene->speaker_handles, strip->speaker_handle))
{
if(speaker->sound)
AUD_moveSequence(strip->speaker_handle, strip->start / FPS, -1, 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, strip->start / FPS, -1, 0);
AUD_setRelativeSequence(strip->speaker_handle, 0);
}
}
if(strip->speaker_handle)
{
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, ((strip->flag & NLASTRIP_FLAG_MUTED) != 0) || ((speaker->flag & SPK_MUTED) != 0));
}
}
}
}
}
}
}
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 ((struct bSound*) sound)->playback_handle;
}
#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_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; }
int sound_read_sound_buffer(struct bSound* UNUSED(sound), float* UNUSED(buffer), int UNUSED(length), float UNUSED(start), float UNUSED(end)) { return 0; }
void sound_read_waveform(struct bSound* sound) { (void)sound; }
void sound_init_main(struct Main *bmain) { (void)bmain; }
void sound_set_cfra(int cfra) { (void)cfra; }
void sound_update_sequencer(struct Main* main, struct bSound* sound) { (void)main; (void)sound; }
void sound_update_scene(struct Scene* scene) { (void)scene; }
void sound_update_scene_sound(void* handle, struct bSound* sound) { (void)handle; (void)sound; }
void sound_update_scene_listener(struct Scene *scene) { (void)scene; }
void sound_update_fps(struct Scene *scene) { (void)scene; }
void sound_set_scene_sound_volume(void* handle, float volume, char animated) { (void)handle; (void)volume; (void)animated; }
void sound_set_scene_sound_pan(void* handle, float pan, char animated) { (void)handle; (void)pan; (void)animated; }
void sound_set_scene_volume(struct Scene *scene, float volume) { (void)scene; (void)volume; }
void sound_set_scene_sound_pitch(void* handle, float pitch, char animated) { (void)handle; (void)pitch; (void)animated; }
#endif // WITH_AUDASPACE