807 lines
20 KiB
C
807 lines
20 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/sound.c
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* \ingroup bke
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*/
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#include <string.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "DNA_anim_types.h"
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#include "DNA_object_types.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_packedFile_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_sound_types.h"
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#include "DNA_speaker_types.h"
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#ifdef WITH_AUDASPACE
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# include "AUD_C-API.h"
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#endif
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#include "BKE_utildefines.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_sound.h"
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#include "BKE_context.h"
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#include "BKE_library.h"
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#include "BKE_packedFile.h"
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#include "BKE_animsys.h"
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#include "BKE_sequencer.h"
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#include "BKE_scene.h"
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#ifdef WITH_AUDASPACE
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// evil global ;-)
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static int sound_cfra;
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#endif
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struct bSound* sound_new_file(struct Main *bmain, const char *filename)
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{
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bSound* sound = NULL;
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char str[FILE_MAX];
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char *path;
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int len;
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strcpy(str, filename);
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path = /*bmain ? bmain->name :*/ G.main->name;
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BLI_path_abs(str, path);
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len = strlen(filename);
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while(len > 0 && filename[len-1] != '/' && filename[len-1] != '\\')
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len--;
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sound = alloc_libblock(&bmain->sound, ID_SO, filename+len);
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BLI_strncpy(sound->name, filename, FILE_MAX);
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// XXX unused currently sound->type = SOUND_TYPE_FILE;
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sound_load(bmain, sound);
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if(!sound->playback_handle)
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{
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free_libblock(&bmain->sound, sound);
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sound = NULL;
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}
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return sound;
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}
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void sound_free(struct bSound* sound)
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{
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if (sound->packedfile)
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{
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freePackedFile(sound->packedfile);
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sound->packedfile = NULL;
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}
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#ifdef WITH_AUDASPACE
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if(sound->handle)
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{
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AUD_unload(sound->handle);
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sound->handle = NULL;
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sound->playback_handle = NULL;
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}
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if(sound->cache)
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{
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AUD_unload(sound->cache);
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sound->cache = NULL;
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}
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sound_free_waveform(sound);
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#endif // WITH_AUDASPACE
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}
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#ifdef WITH_AUDASPACE
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static int force_device = -1;
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#ifdef WITH_JACK
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static void sound_sync_callback(void* data, int mode, float time)
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{
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struct Main* bmain = (struct Main*)data;
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struct Scene* scene;
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scene = bmain->scene.first;
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while(scene)
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{
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if(scene->audio.flag & AUDIO_SYNC)
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{
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if(mode)
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sound_play_scene(scene);
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else
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sound_stop_scene(scene);
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if(scene->sound_scene_handle)
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AUD_seek(scene->sound_scene_handle, time);
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}
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scene = scene->id.next;
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}
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}
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#endif
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int sound_define_from_str(const char *str)
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{
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if (BLI_strcaseeq(str, "NULL"))
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return AUD_NULL_DEVICE;
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if (BLI_strcaseeq(str, "SDL"))
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return AUD_SDL_DEVICE;
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if (BLI_strcaseeq(str, "OPENAL"))
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return AUD_OPENAL_DEVICE;
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if (BLI_strcaseeq(str, "JACK"))
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return AUD_JACK_DEVICE;
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return -1;
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}
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void sound_force_device(int device)
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{
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force_device = device;
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}
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void sound_init_once(void)
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{
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AUD_initOnce();
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}
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void sound_init(struct Main *bmain)
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{
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AUD_DeviceSpecs specs;
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int device, buffersize;
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device = U.audiodevice;
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buffersize = U.mixbufsize;
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specs.channels = U.audiochannels;
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specs.format = U.audioformat;
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specs.rate = U.audiorate;
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if(force_device >= 0)
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device = force_device;
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if(buffersize < 128)
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buffersize = AUD_DEFAULT_BUFFER_SIZE;
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if(specs.rate < AUD_RATE_8000)
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specs.rate = AUD_RATE_44100;
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if(specs.format <= AUD_FORMAT_INVALID)
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specs.format = AUD_FORMAT_S16;
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if(specs.channels <= AUD_CHANNELS_INVALID)
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specs.channels = AUD_CHANNELS_STEREO;
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if(!AUD_init(device, specs, buffersize))
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AUD_init(AUD_NULL_DEVICE, specs, buffersize);
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sound_init_main(bmain);
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}
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void sound_init_main(struct Main *bmain)
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{
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#ifdef WITH_JACK
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AUD_setSyncCallback(sound_sync_callback, bmain);
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#else
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(void)bmain; /* unused */
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#endif
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}
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void sound_exit(void)
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{
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AUD_exit();
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}
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// XXX unused currently
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#if 0
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struct bSound* sound_new_buffer(struct Main *bmain, struct bSound *source)
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{
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bSound* sound = NULL;
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char name[25];
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strcpy(name, "buf_");
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strcpy(name + 4, source->id.name);
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sound = alloc_libblock(&bmain->sound, ID_SO, name);
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sound->child_sound = source;
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sound->type = SOUND_TYPE_BUFFER;
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sound_load(bmain, sound);
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if(!sound->playback_handle)
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{
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free_libblock(&bmain->sound, sound);
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sound = NULL;
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}
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return sound;
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}
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struct bSound* sound_new_limiter(struct Main *bmain, struct bSound *source, float start, float end)
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{
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bSound* sound = NULL;
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char name[25];
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strcpy(name, "lim_");
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strcpy(name + 4, source->id.name);
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sound = alloc_libblock(&bmain->sound, ID_SO, name);
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sound->child_sound = source;
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sound->start = start;
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sound->end = end;
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sound->type = SOUND_TYPE_LIMITER;
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sound_load(bmain, sound);
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if(!sound->playback_handle)
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{
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free_libblock(&bmain->sound, sound);
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sound = NULL;
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}
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return sound;
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}
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#endif
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void sound_delete(struct Main *bmain, struct bSound* sound)
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{
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if(sound)
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{
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sound_free(sound);
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free_libblock(&bmain->sound, sound);
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}
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}
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void sound_cache(struct bSound* sound)
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{
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sound->flags |= SOUND_FLAGS_CACHING;
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if(sound->cache)
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AUD_unload(sound->cache);
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sound->cache = AUD_bufferSound(sound->handle);
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if(sound->cache)
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sound->playback_handle = sound->cache;
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else
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sound->playback_handle = sound->handle;
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}
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void sound_cache_notifying(struct Main* main, struct bSound* sound)
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{
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sound_cache(sound);
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sound_update_sequencer(main, sound);
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}
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void sound_delete_cache(struct bSound* sound)
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{
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sound->flags &= ~SOUND_FLAGS_CACHING;
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if(sound->cache)
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{
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AUD_unload(sound->cache);
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sound->cache = NULL;
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sound->playback_handle = sound->handle;
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}
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}
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void sound_load(struct Main *bmain, struct bSound* sound)
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{
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if(sound)
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{
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if(sound->cache)
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{
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AUD_unload(sound->cache);
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sound->cache = NULL;
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}
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if(sound->handle)
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{
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AUD_unload(sound->handle);
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sound->handle = NULL;
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sound->playback_handle = NULL;
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}
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sound_free_waveform(sound);
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// XXX unused currently
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#if 0
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switch(sound->type)
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{
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case SOUND_TYPE_FILE:
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#endif
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{
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char fullpath[FILE_MAX];
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/* load sound */
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PackedFile* pf = sound->packedfile;
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/* dont modify soundact->sound->name, only change a copy */
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BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
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BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
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/* but we need a packed file then */
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if (pf)
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sound->handle = AUD_loadBuffer((unsigned char*) pf->data, pf->size);
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/* or else load it from disk */
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else
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sound->handle = AUD_load(fullpath);
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}
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// XXX unused currently
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#if 0
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break;
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}
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case SOUND_TYPE_BUFFER:
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if(sound->child_sound && sound->child_sound->handle)
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sound->handle = AUD_bufferSound(sound->child_sound->handle);
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break;
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case SOUND_TYPE_LIMITER:
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if(sound->child_sound && sound->child_sound->handle)
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sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end);
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break;
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}
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#endif
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if(sound->flags & SOUND_FLAGS_MONO)
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{
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void* handle = AUD_monoSound(sound->handle);
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AUD_unload(sound->handle);
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sound->handle = handle;
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}
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if(sound->flags & SOUND_FLAGS_CACHING)
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{
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sound->cache = AUD_bufferSound(sound->handle);
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}
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if(sound->cache)
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sound->playback_handle = sound->cache;
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else
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sound->playback_handle = sound->handle;
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sound_update_sequencer(bmain, sound);
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}
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}
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AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
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{
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return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
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}
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void sound_create_scene(struct Scene *scene)
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{
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scene->sound_scene = AUD_createSequencer(FPS, scene->audio.flag & AUDIO_MUTE);
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AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
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scene->audio.doppler_factor, scene->audio.distance_model);
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scene->sound_scene_handle = NULL;
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scene->sound_scrub_handle = NULL;
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scene->speaker_handles = NULL;
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}
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void sound_destroy_scene(struct Scene *scene)
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{
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if(scene->sound_scene_handle)
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AUD_stop(scene->sound_scene_handle);
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if(scene->sound_scrub_handle)
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AUD_stop(scene->sound_scrub_handle);
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if(scene->sound_scene)
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AUD_destroySequencer(scene->sound_scene);
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if(scene->speaker_handles)
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AUD_destroySet(scene->speaker_handles);
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}
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void sound_mute_scene(struct Scene *scene, int muted)
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{
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if(scene->sound_scene)
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AUD_setSequencerMuted(scene->sound_scene, muted);
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}
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void sound_update_fps(struct Scene *scene)
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{
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if(scene->sound_scene)
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AUD_setSequencerFPS(scene->sound_scene, FPS);
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}
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void sound_update_scene_listener(struct Scene *scene)
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{
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AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
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scene->audio.doppler_factor, scene->audio.distance_model);
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}
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void* sound_scene_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip)
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{
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if(scene != sequence->scene)
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return AUD_addSequence(scene->sound_scene, sequence->scene->sound_scene, startframe / FPS, endframe / FPS, frameskip / FPS);
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return NULL;
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}
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void* sound_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip)
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{
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void* handle = AUD_addSequence(scene->sound_scene, sequence->sound->playback_handle, startframe / FPS, endframe / FPS, frameskip / FPS);
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AUD_muteSequence(handle, (sequence->flag & SEQ_MUTE) != 0);
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AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
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AUD_setSequenceAnimData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
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AUD_setSequenceAnimData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
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return handle;
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}
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void sound_remove_scene_sound(struct Scene *scene, void* handle)
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{
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AUD_removeSequence(scene->sound_scene, handle);
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}
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void sound_mute_scene_sound(void* handle, char mute)
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{
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AUD_muteSequence(handle, mute);
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}
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void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip)
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{
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AUD_moveSequence(handle, startframe / FPS, endframe / FPS, frameskip / FPS);
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}
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void sound_update_scene_sound(void* handle, struct bSound* sound)
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{
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AUD_updateSequenceSound(handle, sound->playback_handle);
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}
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void sound_set_cfra(int cfra)
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{
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sound_cfra = cfra;
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}
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void sound_set_scene_volume(struct Scene *scene, float volume)
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{
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AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume, (scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
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}
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void sound_set_scene_sound_volume(void* handle, float volume, char animated)
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{
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AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
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}
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void sound_set_scene_sound_pitch(void* handle, float pitch, char animated)
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{
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AUD_setSequenceAnimData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
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}
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void sound_set_scene_sound_pan(void* handle, float pan, char animated)
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{
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AUD_setSequenceAnimData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
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}
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void sound_update_sequencer(struct Main* main, struct bSound* sound)
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{
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struct Scene* scene;
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for(scene = main->scene.first; scene; scene = scene->id.next)
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seq_update_sound(scene, sound);
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}
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static void sound_start_play_scene(struct Scene *scene)
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{
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if(scene->sound_scene_handle)
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AUD_stop(scene->sound_scene_handle);
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AUD_setSequencerDeviceSpecs(scene->sound_scene);
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if((scene->sound_scene_handle = AUD_play(scene->sound_scene, 1)))
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AUD_setLoop(scene->sound_scene_handle, -1);
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}
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void sound_play_scene(struct Scene *scene)
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{
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AUD_Status status;
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AUD_lock();
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status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID;
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if(status == AUD_STATUS_INVALID)
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sound_start_play_scene(scene);
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if(!scene->sound_scene_handle)
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{
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AUD_unlock();
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return;
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}
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if(status != AUD_STATUS_PLAYING)
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{
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AUD_seek(scene->sound_scene_handle, CFRA / FPS);
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AUD_resume(scene->sound_scene_handle);
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}
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if(scene->audio.flag & AUDIO_SYNC)
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AUD_startPlayback();
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AUD_unlock();
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}
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void sound_stop_scene(struct Scene *scene)
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{
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if(scene->sound_scene_handle)
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{
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AUD_pause(scene->sound_scene_handle);
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if(scene->audio.flag & AUDIO_SYNC)
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AUD_stopPlayback();
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}
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|
}
|
|
|
|
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 .0f/.0f;
|
|
}
|
|
|
|
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_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence* UNUSED(sequence), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { 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)) {}
|
|
static void sound_start_play_scene(struct Scene *UNUSED(scene)) {}
|
|
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 .0f/.0f; }
|
|
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
|