VSE: Add sound strip retiming support #105072
@ -154,6 +154,11 @@ void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
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void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated);
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void BKE_sound_set_scene_sound_pitch_constant_range(void *handle,
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int frame_start,
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int frame_end,
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float pitch);
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void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated);
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void BKE_sound_update_sequencer(struct Main *main, struct bSound *sound);
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@ -819,6 +819,15 @@ void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
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AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
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}
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void BKE_sound_set_scene_sound_pitch_constant_range(void *handle,
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int frame_start,
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int frame_end,
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float pitch)
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{
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AUD_SequenceEntry_setConstantRangeAnimationData(
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handle, AUD_AP_PITCH, frame_start, frame_end, &pitch);
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}
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void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
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{
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AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
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@ -413,7 +413,6 @@ static void draw_seq_waveform_overlay(
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const float frames_per_pixel = BLI_rctf_size_x(®ion->v2d.cur) / region->winx;
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const float samples_per_frame = SOUND_WAVE_SAMPLES_PER_SECOND / FPS;
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float samples_per_pixel = samples_per_frame * frames_per_pixel;
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/* Align strip start with nearest pixel to prevent waveform flickering. */
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const float x1_aligned = align_frame_with_pixel(x1, frames_per_pixel);
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@ -439,15 +438,17 @@ static void draw_seq_waveform_overlay(
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size_t wave_data_len = 0;
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/* Offset must be also aligned, otherwise waveform flickers when moving left handle. */
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const float strip_offset = align_frame_with_pixel(seq->startofs + seq->anim_startofs,
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frames_per_pixel);
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float start_sample = strip_offset * samples_per_frame;
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start_sample += seq->sound->offset_time * SOUND_WAVE_SAMPLES_PER_SECOND;
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float start_frame = SEQ_time_left_handle_frame_get(scene, seq);
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/* Add off-screen part of strip to offset. */
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start_sample += (frame_start - x1_aligned) * samples_per_frame;
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start_frame += (frame_start - x1_aligned);
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start_frame += seq->sound->offset_time / FPS;
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for (int i = 0; i < pixels_to_draw; i++) {
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float sample = start_sample + i * samples_per_pixel;
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float timeline_frame = start_frame + i * frames_per_pixel;
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/* TODO: Use linear interpolation between frames to avoid bad drawing quality. */
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float frame_index = SEQ_give_frame_index(scene, seq, timeline_frame);
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float sample = frame_index * samples_per_frame;
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int sample_index = round_fl_to_int(sample);
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if (sample_index < 0) {
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@ -468,6 +469,8 @@ static void draw_seq_waveform_overlay(
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value_min = (1.0f - f) * value_min + f * waveform->data[sample_index * 3 + 3];
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value_max = (1.0f - f) * value_max + f * waveform->data[sample_index * 3 + 4];
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rms = (1.0f - f) * rms + f * waveform->data[sample_index * 3 + 5];
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float samples_per_pixel = samples_per_frame * frames_per_pixel;
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if (samples_per_pixel > 1.0f) {
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/* We need to sum up the values we skip over until the next step. */
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float next_pos = sample + samples_per_pixel;
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@ -39,6 +39,7 @@ float SEQ_retiming_handle_speed_get(const struct Sequence *seq,
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const struct SeqRetimingHandle *handle);
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int SEQ_retiming_handle_index_get(const struct Sequence *seq,
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const struct SeqRetimingHandle *handle);
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void SEQ_retiming_sound_animation_data_set(const struct Scene *scene, const struct Sequence *seq);
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float SEQ_retiming_handle_timeline_frame_get(const struct Scene *scene,
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const struct Sequence *seq,
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const struct SeqRetimingHandle *handle);
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@ -73,6 +73,8 @@ int SEQ_time_find_next_prev_edit(struct Scene *scene,
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bool SEQ_time_strip_intersects_frame(const struct Scene *scene,
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const struct Sequence *seq,
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int timeline_frame);
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/* Convert timeline frame so strip frame index. */
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float SEQ_give_frame_index(const struct Scene *scene, struct Sequence *seq, float timeline_frame);
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/**
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* Returns true if strip has frames without content to render.
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*/
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@ -2614,7 +2614,7 @@ float seq_speed_effect_target_frame_get(Scene *scene,
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}
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SEQ_effect_handle_get(seq_speed); /* Ensure, that data are initialized. */
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int frame_index = seq_give_frame_index(scene, seq_speed, timeline_frame);
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int frame_index = SEQ_give_frame_index(scene, seq_speed, timeline_frame);
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SpeedControlVars *s = (SpeedControlVars *)seq_speed->effectdata;
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const Sequence *source = seq_speed->seq1;
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@ -142,7 +142,7 @@ static float seq_cache_timeline_frame_to_frame_index(Scene *scene,
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* images or extended frame range of movies will only generate one cache entry. No special
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* treatment in converting frame index to timeline_frame is needed. */
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if (ELEM(type, SEQ_CACHE_STORE_RAW, SEQ_CACHE_STORE_THUMBNAIL)) {
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return seq_give_frame_index(scene, seq, timeline_frame);
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return SEQ_give_frame_index(scene, seq, timeline_frame);
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}
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return timeline_frame - SEQ_time_start_frame_get(seq);
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@ -209,7 +209,7 @@ ImBuf *seq_proxy_fetch(const SeqRenderData *context, Sequence *seq, int timeline
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}
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if (proxy->storage & SEQ_STORAGE_PROXY_CUSTOM_FILE) {
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int frameno = (int)seq_give_frame_index(context->scene, seq, timeline_frame) +
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int frameno = (int)SEQ_give_frame_index(context->scene, seq, timeline_frame) +
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seq->anim_startofs;
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if (proxy->anim == NULL) {
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if (seq_proxy_get_fname(
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@ -238,7 +238,7 @@ StripElem *SEQ_render_give_stripelem(const Scene *scene, Sequence *seq, int time
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* all other strips don't use this...
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*/
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int frame_index = (int)seq_give_frame_index(scene, seq, timeline_frame);
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int frame_index = (int)SEQ_give_frame_index(scene, seq, timeline_frame);
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if (frame_index == -1 || se == NULL) {
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return NULL;
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@ -1042,7 +1042,7 @@ static ImBuf *seq_render_movie_strip_custom_file_proxy(const SeqRenderData *cont
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}
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}
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int frameno = (int)seq_give_frame_index(context->scene, seq, timeline_frame) +
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int frameno = (int)SEQ_give_frame_index(context->scene, seq, timeline_frame) +
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seq->anim_startofs;
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return IMB_anim_absolute(proxy->anim, frameno, IMB_TC_NONE, IMB_PROXY_NONE);
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}
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@ -1658,7 +1658,7 @@ static ImBuf *do_render_strip_uncached(const SeqRenderData *context,
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bool *r_is_proxy_image)
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{
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ImBuf *ibuf = NULL;
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float frame_index = seq_give_frame_index(context->scene, seq, timeline_frame);
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float frame_index = SEQ_give_frame_index(context->scene, seq, timeline_frame);
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int type = (seq->type & SEQ_TYPE_EFFECT) ? SEQ_TYPE_EFFECT : seq->type;
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switch (type) {
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case SEQ_TYPE_META: {
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@ -990,9 +990,7 @@ static bool seq_update_seq_cb(Sequence *seq, void *user_data)
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}
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BKE_sound_set_scene_sound_volume(
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seq->scene_sound, seq->volume, (seq->flag & SEQ_AUDIO_VOLUME_ANIMATED) != 0);
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BKE_sound_set_scene_sound_pitch(seq->scene_sound,
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SEQ_sound_pitch_get(scene, seq),
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(seq->flag & SEQ_AUDIO_PITCH_ANIMATED) != 0);
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SEQ_retiming_sound_animation_data_set(scene, seq);
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BKE_sound_set_scene_sound_pan(
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seq->scene_sound, seq->pan, (seq->flag & SEQ_AUDIO_PAN_ANIMATED) != 0);
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}
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@ -438,6 +438,7 @@ Sequence *SEQ_add_movie_strip(Main *bmain, Scene *scene, ListBase *seqbase, SeqL
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if (load_data->flags & SEQ_LOAD_MOVIE_SYNC_FPS) {
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scene->r.frs_sec = fps_denom;
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scene->r.frs_sec_base = fps_num;
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DEG_id_tag_update(&scene->id, ID_RECALC_AUDIO_FPS | ID_RECALC_SEQUENCER_STRIPS);
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}
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load_data->r_video_stream_start = IMD_anim_get_offset(anim_arr[0]);
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@ -13,6 +13,7 @@
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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#include "BKE_fcurve.h"
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#include "BKE_movieclip.h"
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@ -118,6 +119,7 @@ bool SEQ_retiming_is_active(const Sequence *seq)
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bool SEQ_retiming_is_allowed(const Sequence *seq)
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{
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return ELEM(seq->type,
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SEQ_TYPE_SOUND_RAM,
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SEQ_TYPE_IMAGE,
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SEQ_TYPE_META,
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SEQ_TYPE_SCENE,
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@ -126,7 +128,7 @@ bool SEQ_retiming_is_allowed(const Sequence *seq)
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SEQ_TYPE_MASK);
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}
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float seq_retiming_evaluate(const Sequence *seq, const int frame_index)
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float seq_retiming_evaluate(const Sequence *seq, const float frame_index)
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{
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const SeqRetimingHandle *previous_handle = retiming_find_segment_start_handle(seq, frame_index);
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const SeqRetimingHandle *next_handle = previous_handle + 1;
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@ -140,9 +142,8 @@ float seq_retiming_evaluate(const Sequence *seq, const int frame_index)
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}
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const int segment_length = next_handle->strip_frame_index - previous_handle->strip_frame_index;
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const int segment_frame_index = frame_index - previous_handle->strip_frame_index;
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const float segment_fac = segment_frame_index / float(segment_length);
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const float segment_frame_index = frame_index - previous_handle->strip_frame_index;
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const float segment_fac = segment_frame_index / (float)segment_length;
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const float target_diff = next_handle->retiming_factor - previous_handle->retiming_factor;
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return previous_handle->retiming_factor + (target_diff * segment_fac);
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}
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@ -245,6 +246,130 @@ float SEQ_retiming_handle_speed_get(const Sequence *seq, const SeqRetimingHandle
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return speed;
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}
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class RetimingRange {
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public:
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int start, end;
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float speed;
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enum eIntersectType {
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FULL,
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PARTIAL_START,
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PARTIAL_END,
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INSIDE,
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NONE,
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};
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RetimingRange(int start_frame, int end_frame, float speed)
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: start(start_frame), end(end_frame), speed(speed)
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{
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}
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const eIntersectType intersect_type(const RetimingRange &other) const
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{
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if (other.start <= start && other.end >= end) {
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return FULL;
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}
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if (other.start > start && other.start < end && other.end > start && other.end < end) {
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return INSIDE;
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}
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if (other.start > start && other.start < end) {
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return PARTIAL_END;
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}
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if (other.end > start && other.end < end) {
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return PARTIAL_START;
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}
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return NONE;
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}
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};
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class RetimingRangeData {
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public:
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iss marked this conversation as resolved
Outdated
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blender::Vector<RetimingRange> ranges;
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RetimingRangeData(const Sequence *seq)
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{
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MutableSpan handles = SEQ_retiming_handles_get(seq);
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for (const SeqRetimingHandle &handle : handles) {
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if (handle.strip_frame_index == 0) {
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continue;
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}
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const SeqRetimingHandle *handle_prev = &handle - 1;
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float speed = SEQ_retiming_handle_speed_get(seq, &handle);
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int frame_start = SEQ_time_start_frame_get(seq) + handle_prev->strip_frame_index;
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int frame_end = SEQ_time_start_frame_get(seq) + handle.strip_frame_index;
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RetimingRange range = RetimingRange(frame_start, frame_end, speed);
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ranges.append(range);
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}
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}
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RetimingRangeData &operator*=(const RetimingRangeData rhs)
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{
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iss marked this conversation as resolved
Sergey Sharybin
commented
Also, consider early output, to unindent the not-so-trivial-logic below. `if (!ranges.empty())` (`is_empty` for blender C++ primitives).
Also, consider early output, to unindent the not-so-trivial-logic below.
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if (ranges.is_empty()) {
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for (const RetimingRange &rhs_range : rhs.ranges) {
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RetimingRange range = RetimingRange(rhs_range.start, rhs_range.end, rhs_range.speed);
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ranges.append(range);
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}
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return *this;
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}
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for (int i = 0; i < ranges.size(); i++) {
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RetimingRange &range = ranges[i];
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for (const RetimingRange &rhs_range : rhs.ranges) {
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if (range.intersect_type(rhs_range) == range.NONE) {
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continue;
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}
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else if (range.intersect_type(rhs_range) == range.FULL) {
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range.speed *= rhs_range.speed;
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}
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else if (range.intersect_type(rhs_range) == range.PARTIAL_START) {
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RetimingRange range_left = RetimingRange(
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range.start, rhs_range.end, range.speed * rhs_range.speed);
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range.start = rhs_range.end + 1;
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ranges.insert(i, range_left);
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}
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else if (range.intersect_type(rhs_range) == range.PARTIAL_END) {
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RetimingRange range_left = RetimingRange(range.start, rhs_range.start - 1, range.speed);
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range.start = rhs_range.start;
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ranges.insert(i, range_left);
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}
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else if (range.intersect_type(rhs_range) == range.INSIDE) {
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RetimingRange range_left = RetimingRange(range.start, rhs_range.start - 1, range.speed);
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RetimingRange range_mid = RetimingRange(
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rhs_range.start, rhs_range.start, rhs_range.speed * range.speed);
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range.start = rhs_range.end + 1;
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ranges.insert(i, range_left);
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ranges.insert(i, range_mid);
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break;
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}
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}
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}
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return *this;
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}
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};
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static RetimingRangeData seq_retiming_range_data_get(const Scene *scene, const Sequence *seq)
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{
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RetimingRangeData strip_retiming_data = RetimingRangeData(seq);
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const Sequence *meta_parent = seq_sequence_lookup_meta_by_seq(scene, seq);
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if (meta_parent == nullptr) {
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return strip_retiming_data;
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}
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RetimingRangeData meta_retiming_data = RetimingRangeData(meta_parent);
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strip_retiming_data *= meta_retiming_data;
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return strip_retiming_data;
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}
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void SEQ_retiming_sound_animation_data_set(const Scene *scene, const Sequence *seq)
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{
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RetimingRangeData retiming_data = seq_retiming_range_data_get(scene, seq);
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for (const RetimingRange &range : retiming_data.ranges) {
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BKE_sound_set_scene_sound_pitch_constant_range(
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seq->scene_sound, range.start, range.end, range.speed);
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}
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}
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float SEQ_retiming_handle_timeline_frame_get(const Scene *scene,
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const Sequence *seq,
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const SeqRetimingHandle *handle)
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@ -53,7 +53,16 @@ float seq_time_media_playback_rate_factor_get(const Scene *scene, const Sequence
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return seq->media_playback_rate / scene_playback_rate;
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}
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float seq_give_frame_index(const Scene *scene, Sequence *seq, float timeline_frame)
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int seq_time_strip_original_content_length_get(const Scene *scene, const Sequence *seq)
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{
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if (seq->type == SEQ_TYPE_SOUND_RAM) {
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return seq->len;
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}
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return seq->len / seq_time_media_playback_rate_factor_get(scene, seq);
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}
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float SEQ_give_frame_index(const Scene *scene, Sequence *seq, float timeline_frame)
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{
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float frame_index;
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float sta = SEQ_time_start_frame_get(seq);
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@ -494,10 +503,6 @@ bool SEQ_time_has_still_frames(const Scene *scene, const Sequence *seq)
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int SEQ_time_strip_length_get(const Scene *scene, const Sequence *seq)
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{
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if (seq->type == SEQ_TYPE_SOUND_RAM) {
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return seq->len;
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}
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if (SEQ_retiming_is_active(seq)) {
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SeqRetimingHandle *handle_start = seq->retiming_handles;
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SeqRetimingHandle *handle_end = seq->retiming_handles + (SEQ_retiming_handles_count(seq) - 1);
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@ -16,7 +16,6 @@ struct Scene;
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struct Sequence;
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struct SeqCollection;
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float seq_give_frame_index(const struct Scene *scene, struct Sequence *seq, float timeline_frame);
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void seq_update_sound_bounds_recursive(const struct Scene *scene, struct Sequence *metaseq);
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/* Describes gap between strips in timeline. */
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@ -46,7 +45,9 @@ void seq_time_update_effects_strip_range(const struct Scene *scene, struct SeqCo
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void seq_time_translate_handles(const struct Scene *scene, struct Sequence *seq, const int offset);
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float seq_time_media_playback_rate_factor_get(const struct Scene *scene,
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const struct Sequence *seq);
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float seq_retiming_evaluate(const struct Sequence *seq, const int frame_index);
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int seq_time_strip_original_content_length_get(const struct Scene *scene,
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const struct Sequence *seq);
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float seq_retiming_evaluate(const struct Sequence *seq, const float frame_index);
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#ifdef __cplusplus
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}
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|
Loading…
Reference in New Issue
Block a user
Any specific reason to use
std::vector
instead ofblender::Vector
?Unless there is really goo reason (like, interfacing with an external library) we'd better be consistently using our own primitives.