Animating scene audio volume doesn't work #75686
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Reference: blender/blender#75686
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Title: Animating scene audio volume dosn't work
System Information
Operating system: Windows 7
GPU: Radeon Vega 64, Divider version: 19.12.2
CPU: Intel Core i7-5960X
Blender Version(s)
(listed are versions tested)
Working:
2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM
Broken:
2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release, build date: 2019-07-29, 09:44 AM
Broken:
2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release, build date: 2019-11-20, 16:33:00
Broken:
2.82 (sub 07), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release, build date: 2020-02-13, 01:56:46
Broken:
blender-2.83-2e75172c45fd-windows64
(build bot)Short description of error
Animating scene audio volume doesn't affect the preview or render.
Exact steps for others to reproduce the error
Scene_Audio_keying.blend
Added subscriber: @ChristopherAnderssarian
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm.
Manually editing the scene audio volume works, doing this with keyframes doesnt.
Not quite sure why this is set to Low priority? Would actually set this to High instead (seems quite important, no?)...
I used the wrong phab link, apologies. With the amount of reports I've submitted being deemed low priority I assumed this to be a "obscure workflow", but having said that; thanks for the triage!
Added subscriber: @Sergey
After all this time, I am still confused about our animation system and dependency graph...
So Animation seems to be correctly executed:
all seem to do their thing...
For the property_update (
rna_Scene_volume_update
) , this is set up to tag the scene withID_RECALC_AUDIO_VOLUME
, however inBKE_scene_update_sound
[which is constantly called] this recalc flag doesnt seem to be set on the evaluated scene... soBKE_sound_set_scene_volume
isnt called...I feel dumb, why is this so? Maybe @dr.sybren or @Sergey would know...
On the sideline:
Was wondering if this should be removed?
6a392e8cb5
Was disabled / removed in
b062056c05
,21744217ce
This issue was referenced by
6adb254bb0
@lichtwerk, noit sure what exactly you mean. The mechanism where graph evaluation tags graph for updates (aka animation system using update callback) is very weak and fragile.
For the original report what we can do is to introduce dedicated audio properties which will assign recalc flags on the evaluated scene, similar to how it's done for individual particle systems which then gets handled by a more "uber" update function.
I meant removing all traces to the old code, see D7432: Cleanup: remove (unused) RNA update cache
How would you design such dedicated audio properties? How would it differ from the tagging that's done in D7429 in
rna_Scene_use_audio_set()
?OperationCode::AUDIO_VOLUME
operation toNodeType::AUDIO
component with the callback which is explained in a bit.OperationCode::AUDIO_VOLUME
toOperationCode::SOUND_EVAL
.OperationCode::AUDIO_VOLUME
if the volume is animatedThe callback for
OperationCode::AUDIO_VOLUME
would set a flag in the actual scene which needs this. It can set the sameID_RECALC_AUDIO_VOLUME
.Currently the sound is updated in
BKE_scene_update_sound
from eitherscene_graph_update_tagged
or fromBKE_scene_graph_update_for_newframe
. This means, that doing that simple edit should be enough to get things going. In a longer perspective theBKE_scene_update_sound
should be done asOperationCode::SOUND_EVAL
callback, and also incorporate sequencer sound update.It will differ in a sense that it will not violate the law [insert the cut from Kung Fury where he tells Cobra he is under arrest for breaking the law].
set()
is only responsible for modifying value in DNA. Tagging should be happening fromupdate()
.Changed status from 'Confirmed' to: 'Resolved'