tornavis/source/blender/blenkernel/intern/sound.c

1539 lines
41 KiB
C

/*
* 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.
*/
/** \file
* \ingroup bke
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_iterator.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLT_translation.h"
/* Allow using deprecated functionality for .blend file I/O. */
#define DNA_DEPRECATED_ALLOW
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_packedFile_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_sound_types.h"
#include "DNA_speaker_types.h"
#include "DNA_windowmanager_types.h"
#ifdef WITH_AUDASPACE
# include "../../../intern/audaspace/intern/AUD_Set.h"
# include <AUD_Handle.h>
# include <AUD_Sequence.h>
# include <AUD_Sound.h>
# include <AUD_Special.h>
#endif
#include "BKE_bpath.h"
#include "BKE_global.h"
#include "BKE_idtype.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_packedFile.h"
#include "BKE_scene.h"
#include "BKE_sound.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "BLO_read_write.h"
#include "SEQ_sequencer.h"
#include "SEQ_sound.h"
static void sound_free_audio(bSound *sound);
static void sound_copy_data(Main *UNUSED(bmain),
ID *id_dst,
const ID *id_src,
const int UNUSED(flag))
{
bSound *sound_dst = (bSound *)id_dst;
const bSound *sound_src = (const bSound *)id_src;
sound_dst->handle = NULL;
sound_dst->cache = NULL;
sound_dst->waveform = NULL;
sound_dst->playback_handle = NULL;
sound_dst->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound_dst->spinlock);
/* Just to be sure, should not have any value actually after reading time. */
sound_dst->ipo = NULL;
sound_dst->newpackedfile = NULL;
if (sound_src->packedfile != NULL) {
sound_dst->packedfile = BKE_packedfile_duplicate(sound_src->packedfile);
}
BKE_sound_reset_runtime(sound_dst);
}
static void sound_free_data(ID *id)
{
bSound *sound = (bSound *)id;
/* No animdata here. */
if (sound->packedfile) {
BKE_packedfile_free(sound->packedfile);
sound->packedfile = NULL;
}
sound_free_audio(sound);
BKE_sound_free_waveform(sound);
if (sound->spinlock) {
BLI_spin_end(sound->spinlock);
MEM_freeN(sound->spinlock);
sound->spinlock = NULL;
}
}
static void sound_foreach_cache(ID *id,
IDTypeForeachCacheFunctionCallback function_callback,
void *user_data)
{
bSound *sound = (bSound *)id;
IDCacheKey key = {
.id_session_uuid = id->session_uuid,
.offset_in_ID = offsetof(bSound, waveform),
.cache_v = sound->waveform,
};
function_callback(id, &key, &sound->waveform, 0, user_data);
}
static void sound_foreach_path(ID *id, BPathForeachPathData *bpath_data)
{
bSound *sound = (bSound *)id;
if (sound->packedfile != NULL && (bpath_data->flag & BKE_BPATH_FOREACH_PATH_SKIP_PACKED) != 0) {
return;
}
/* FIXME: This does not check for empty path... */
BKE_bpath_foreach_path_fixed_process(bpath_data, sound->filepath);
}
static void sound_blend_write(BlendWriter *writer, ID *id, const void *id_address)
{
bSound *sound = (bSound *)id;
const bool is_undo = BLO_write_is_undo(writer);
/* Clean up, important in undo case to reduce false detection of changed datablocks. */
sound->tags = 0;
sound->handle = NULL;
sound->playback_handle = NULL;
sound->spinlock = NULL;
/* Do not store packed files in case this is a library override ID. */
if (ID_IS_OVERRIDE_LIBRARY(sound) && !is_undo) {
sound->packedfile = NULL;
}
/* write LibData */
BLO_write_id_struct(writer, bSound, id_address, &sound->id);
BKE_id_blend_write(writer, &sound->id);
BKE_packedfile_blend_write(writer, sound->packedfile);
}
static void sound_blend_read_data(BlendDataReader *reader, ID *id)
{
bSound *sound = (bSound *)id;
sound->tags = 0;
sound->handle = NULL;
sound->playback_handle = NULL;
/* versioning stuff, if there was a cache, then we enable caching: */
if (sound->cache) {
sound->flags |= SOUND_FLAGS_CACHING;
sound->cache = NULL;
}
if (BLO_read_data_is_undo(reader)) {
sound->tags |= SOUND_TAGS_WAVEFORM_NO_RELOAD;
}
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
/* clear waveform loading flag */
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BKE_packedfile_blend_read(reader, &sound->packedfile);
BKE_packedfile_blend_read(reader, &sound->newpackedfile);
}
static void sound_blend_read_lib(BlendLibReader *reader, ID *id)
{
bSound *sound = (bSound *)id;
/* XXX: deprecated - old animation system. */
BLO_read_id_address(reader, sound->id.lib, &sound->ipo);
}
static void sound_blend_read_expand(BlendExpander *expander, ID *id)
{
bSound *snd = (bSound *)id;
BLO_expand(expander, snd->ipo); /* XXX deprecated - old animation system */
}
IDTypeInfo IDType_ID_SO = {
.id_code = ID_SO,
.id_filter = FILTER_ID_SO,
.main_listbase_index = INDEX_ID_SO,
.struct_size = sizeof(bSound),
.name = "Sound",
.name_plural = "sounds",
.translation_context = BLT_I18NCONTEXT_ID_SOUND,
.flags = IDTYPE_FLAGS_NO_ANIMDATA | IDTYPE_FLAGS_APPEND_IS_REUSABLE,
.asset_type_info = NULL,
/* A fuzzy case, think NULLified content is OK here... */
.init_data = NULL,
.copy_data = sound_copy_data,
.free_data = sound_free_data,
.make_local = NULL,
.foreach_id = NULL,
.foreach_cache = sound_foreach_cache,
.foreach_path = sound_foreach_path,
.owner_get = NULL,
.blend_write = sound_blend_write,
.blend_read_data = sound_blend_read_data,
.blend_read_lib = sound_blend_read_lib,
.blend_read_expand = sound_blend_read_expand,
.blend_read_undo_preserve = NULL,
.lib_override_apply_post = NULL,
};
#ifdef WITH_AUDASPACE
/* evil globals ;-) */
static int sound_cfra;
static char **audio_device_names = NULL;
#endif
BLI_INLINE void sound_verify_evaluated_id(const ID *id)
{
UNUSED_VARS_NDEBUG(id);
/* This is a bit tricky and not quite reliable, but good enough check.
*
* We don't want audio system handles to be allocated on an original data-blocks, and only want
* them to be allocated on a data-blocks which are result of dependency graph evaluation.
*
* Data-blocks which are covered by a copy-on-write system of dependency graph will have
* LIB_TAG_COPIED_ON_WRITE tag set on them. But if some of data-blocks during its evaluation
* decides to re-allocate its nested one (for example, object evaluation could re-allocate mesh
* when evaluating modifier stack). Such data-blocks will have
* LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT tag set on them.
*
* Additionally, we also allow data-blocks outside of main database. Those can not be "original"
* and could be used as a temporary evaluated result during operations like baking.
*
* NOTE: We consider ID evaluated if ANY of those flags is set. We do NOT require ALL of them.
*/
BLI_assert(id->tag &
(LIB_TAG_COPIED_ON_WRITE | LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT | LIB_TAG_NO_MAIN));
}
bSound *BKE_sound_new_file(Main *bmain, const char *filepath)
{
bSound *sound;
const char *path;
char str[FILE_MAX];
BLI_strncpy(str, filepath, sizeof(str));
path = BKE_main_blendfile_path(bmain);
BLI_path_abs(str, path);
sound = BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0);
BLI_strncpy(sound->filepath, filepath, FILE_MAX);
/* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */
sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock");
BLI_spin_init(sound->spinlock);
BKE_sound_reset_runtime(sound);
return sound;
}
bSound *BKE_sound_new_file_exists_ex(Main *bmain, const char *filepath, bool *r_exists)
{
bSound *sound;
char str[FILE_MAX], strtest[FILE_MAX];
BLI_strncpy(str, filepath, sizeof(str));
BLI_path_abs(str, BKE_main_blendfile_path(bmain));
/* first search an identical filepath */
for (sound = bmain->sounds.first; sound; sound = sound->id.next) {
BLI_strncpy(strtest, sound->filepath, sizeof(sound->filepath));
BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id));
if (BLI_path_cmp(strtest, str) == 0) {
id_us_plus(&sound->id); /* officially should not, it doesn't link here! */
if (r_exists) {
*r_exists = true;
}
return sound;
}
}
if (r_exists) {
*r_exists = false;
}
return BKE_sound_new_file(bmain, filepath);
}
bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath)
{
return BKE_sound_new_file_exists_ex(bmain, filepath, NULL);
}
static void sound_free_audio(bSound *sound)
{
#ifdef WITH_AUDASPACE
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
#else
UNUSED_VARS(sound);
#endif /* WITH_AUDASPACE */
}
#ifdef WITH_AUDASPACE
static const char *force_device = NULL;
# ifdef WITH_JACK
static SoundJackSyncCallback sound_jack_sync_callback = NULL;
static void sound_sync_callback(void *data, int mode, float time)
{
if (sound_jack_sync_callback == NULL) {
return;
}
Main *bmain = (Main *)data;
sound_jack_sync_callback(bmain, mode, time);
}
# endif
void BKE_sound_force_device(const char *device)
{
force_device = device;
}
void BKE_sound_init_once(void)
{
AUD_initOnce();
atexit(BKE_sound_exit_once);
}
static AUD_Device *sound_device = NULL;
void *BKE_sound_get_device(void)
{
return sound_device;
}
void BKE_sound_init(Main *bmain)
{
/* Make sure no instance of the sound system is running, otherwise we get leaks. */
BKE_sound_exit();
AUD_DeviceSpecs specs;
int device, buffersize;
const char *device_name;
device = U.audiodevice;
buffersize = U.mixbufsize;
specs.channels = U.audiochannels;
specs.format = U.audioformat;
specs.rate = U.audiorate;
if (force_device == NULL) {
int i;
char **names = BKE_sound_get_device_names();
device_name = names[0];
/* make sure device is within the bounds of the array */
for (i = 0; names[i]; i++) {
if (i == device) {
device_name = names[i];
}
}
}
else {
device_name = force_device;
}
if (buffersize < 128) {
buffersize = 1024;
}
if (specs.rate < AUD_RATE_8000) {
specs.rate = AUD_RATE_48000;
}
if (specs.format <= AUD_FORMAT_INVALID) {
specs.format = AUD_FORMAT_S16;
}
if (specs.channels <= AUD_CHANNELS_INVALID) {
specs.channels = AUD_CHANNELS_STEREO;
}
if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender"))) {
sound_device = AUD_init("None", specs, buffersize, "Blender");
}
BKE_sound_init_main(bmain);
}
void BKE_sound_init_main(Main *bmain)
{
# ifdef WITH_JACK
if (sound_device) {
AUD_setSynchronizerCallback(sound_sync_callback, bmain);
}
# else
UNUSED_VARS(bmain);
# endif
}
void BKE_sound_exit(void)
{
AUD_exit(sound_device);
sound_device = NULL;
}
void BKE_sound_exit_once(void)
{
AUD_exit(sound_device);
sound_device = NULL;
AUD_exitOnce();
if (audio_device_names != NULL) {
int i;
for (i = 0; audio_device_names[i]; i++) {
free(audio_device_names[i]);
}
free(audio_device_names);
audio_device_names = NULL;
}
}
/* XXX unused currently */
# if 0
bSound *BKE_sound_new_buffer(Main *bmain, bSound *source)
{
bSound *sound = NULL;
char name[MAX_ID_NAME + 5];
strcpy(name, "buf_");
strcpy(name + 4, source->id.name);
sound = BKE_libblock_alloc(bmain, ID_SO, name);
sound->child_sound = source;
sound->type = SOUND_TYPE_BUFFER;
sound_load(bmain, sound);
return sound;
}
bSound *BKE_sound_new_limiter(Main *bmain, 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 = BKE_libblock_alloc(bmain, ID_SO, name);
sound->child_sound = source;
sound->start = start;
sound->end = end;
sound->type = SOUND_TYPE_LIMITER;
sound_load(bmain, sound);
return sound;
}
# endif
void BKE_sound_cache(bSound *sound)
{
sound_verify_evaluated_id(&sound->id);
if (sound->cache) {
AUD_Sound_free(sound->cache);
}
sound->cache = AUD_Sound_cache(sound->handle);
if (sound->cache) {
sound->playback_handle = sound->cache;
}
else {
sound->playback_handle = sound->handle;
}
}
void BKE_sound_delete_cache(bSound *sound)
{
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
sound->playback_handle = sound->handle;
}
}
static void sound_load_audio(Main *bmain, bSound *sound, bool free_waveform)
{
if (sound->cache) {
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
if (sound->handle) {
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
if (free_waveform) {
BKE_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;
/* don't modify soundact->sound->filepath, only change a copy */
BLI_strncpy(fullpath, sound->filepath, sizeof(fullpath));
BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
/* but we need a packed file then */
if (pf) {
sound->handle = AUD_Sound_bufferFile((unsigned char *)pf->data, pf->size);
}
else {
/* or else load it from disk */
sound->handle = AUD_Sound_file(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_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
AUD_Sound_free(sound->handle);
sound->handle = handle;
}
if (sound->flags & SOUND_FLAGS_CACHING) {
sound->cache = AUD_Sound_cache(sound->handle);
}
if (sound->cache) {
sound->playback_handle = sound->cache;
}
else {
sound->playback_handle = sound->handle;
}
}
void BKE_sound_load(Main *bmain, bSound *sound)
{
sound_verify_evaluated_id(&sound->id);
sound_load_audio(bmain, sound, true);
}
AUD_Device *BKE_sound_mixdown(const Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
{
sound_verify_evaluated_id(&scene->id);
return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
}
void BKE_sound_create_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
/* should be done in version patch, but this gets called before */
if (scene->r.frs_sec_base == 0) {
scene->r.frs_sec_base = 1;
}
scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
scene->playback_handle = NULL;
scene->sound_scrub_handle = NULL;
scene->speaker_handles = NULL;
}
void BKE_sound_destroy_scene(Scene *scene)
{
if (scene->playback_handle) {
AUD_Handle_stop(scene->playback_handle);
}
if (scene->sound_scrub_handle) {
AUD_Handle_stop(scene->sound_scrub_handle);
}
if (scene->speaker_handles) {
void *handle;
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_Sequence_remove(scene->sound_scene, handle);
}
AUD_destroySet(scene->speaker_handles);
}
if (scene->sound_scene) {
AUD_Sequence_free(scene->sound_scene);
}
}
void BKE_sound_lock()
{
AUD_Device_lock(sound_device);
}
void BKE_sound_unlock()
{
AUD_Device_unlock(sound_device);
}
void BKE_sound_reset_scene_specs(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene) {
AUD_Specs specs;
specs.channels = AUD_Device_getChannels(sound_device);
specs.rate = AUD_Device_getRate(sound_device);
AUD_Sequence_setSpecs(scene->sound_scene, specs);
}
}
void BKE_sound_mute_scene(Scene *scene, int muted)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene) {
AUD_Sequence_setMuted(scene->sound_scene, muted);
}
}
void BKE_sound_update_fps(Main *bmain, Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene) {
AUD_Sequence_setFPS(scene->sound_scene, FPS);
}
SEQ_sound_update_length(bmain, scene);
}
void BKE_sound_update_scene_listener(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
}
void *BKE_sound_scene_add_scene_sound(
Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
{
sound_verify_evaluated_id(&scene->id);
if (sequence->scene && scene != sequence->scene) {
const double fps = FPS;
return AUD_Sequence_add(scene->sound_scene,
sequence->scene->sound_scene,
startframe / fps,
endframe / fps,
frameskip / fps);
}
return NULL;
}
void *BKE_sound_scene_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
{
return BKE_sound_scene_add_scene_sound(scene,
sequence,
sequence->startdisp,
sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
void *BKE_sound_add_scene_sound(
Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip)
{
sound_verify_evaluated_id(&scene->id);
/* Happens when sequence's sound data-block was removed. */
if (sequence->sound == NULL) {
return NULL;
}
sound_verify_evaluated_id(&sequence->sound->id);
const double fps = FPS;
void *handle = AUD_Sequence_add(scene->sound_scene,
sequence->sound->playback_handle,
startframe / fps,
endframe / fps,
frameskip / fps + sequence->sound->offset_time);
AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
return handle;
}
void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
{
return BKE_sound_add_scene_sound(scene,
sequence,
sequence->startdisp,
sequence->enddisp,
sequence->startofs + sequence->anim_startofs);
}
void BKE_sound_remove_scene_sound(Scene *scene, void *handle)
{
AUD_Sequence_remove(scene->sound_scene, handle);
}
void BKE_sound_mute_scene_sound(void *handle, char mute)
{
AUD_SequenceEntry_setMuted(handle, mute);
}
void BKE_sound_move_scene_sound(
Scene *scene, void *handle, int startframe, int endframe, int frameskip, double audio_offset)
{
sound_verify_evaluated_id(&scene->id);
const double fps = FPS;
AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps + audio_offset);
}
void BKE_sound_move_scene_sound_defaults(Scene *scene, Sequence *sequence)
{
sound_verify_evaluated_id(&scene->id);
if (sequence->scene_sound) {
BKE_sound_move_scene_sound(scene,
sequence->scene_sound,
sequence->startdisp,
sequence->enddisp,
sequence->startofs + sequence->anim_startofs,
0.0);
}
}
void BKE_sound_update_scene_sound(void *handle, bSound *sound)
{
AUD_SequenceEntry_setSound(handle, sound->playback_handle);
}
void BKE_sound_set_cfra(int cfra)
{
sound_cfra = cfra;
}
void BKE_sound_set_scene_volume(Scene *scene, float volume)
{
sound_verify_evaluated_id(&scene->id);
if (scene->sound_scene == NULL) {
return;
}
AUD_Sequence_setAnimationData(scene->sound_scene,
AUD_AP_VOLUME,
CFRA,
&volume,
(scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
}
void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
}
void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
}
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
{
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
}
void BKE_sound_update_sequencer(Main *main, bSound *sound)
{
BLI_assert_msg(0, "is not supposed to be used, is weird function.");
Scene *scene;
for (scene = main->scenes.first; scene; scene = scene->id.next) {
SEQ_sound_update(scene, sound);
}
}
static void sound_start_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
if (scene->playback_handle) {
AUD_Handle_stop(scene->playback_handle);
}
BKE_sound_reset_scene_specs(scene);
if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1))) {
AUD_Handle_setLoopCount(scene->playback_handle, -1);
}
}
static double get_cur_time(Scene *scene)
{
/* We divide by the current framelen to take into account time remapping.
* Otherwise we will get the wrong starting time which will break A/V sync.
* See T74111 for further details. */
return FRA2TIME((CFRA + SUBFRA) / (double)scene->r.framelen);
}
void BKE_sound_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
const double cur_time = get_cur_time(scene);
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) :
AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_Device_unlock(sound_device);
return;
}
}
if (status != AUD_STATUS_PLAYING) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
AUD_Handle_resume(scene->playback_handle);
}
if (scene->audio.flag & AUDIO_SYNC) {
AUD_playSynchronizer();
}
AUD_Device_unlock(sound_device);
}
void BKE_sound_stop_scene(Scene *scene)
{
if (scene->playback_handle) {
AUD_Handle_pause(scene->playback_handle);
if (scene->audio.flag & AUDIO_SYNC) {
AUD_stopSynchronizer();
}
}
}
void BKE_sound_seek_scene(Main *bmain, Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
bScreen *screen;
int animation_playing;
const double one_frame = 1.0 / FPS;
const double cur_time = FRA2TIME(CFRA);
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) :
AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_Device_unlock(sound_device);
return;
}
AUD_Handle_pause(scene->playback_handle);
}
animation_playing = 0;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
if (screen->animtimer) {
animation_playing = 1;
break;
}
}
if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
AUD_Handle_resume(scene->playback_handle);
if (scene->sound_scrub_handle &&
AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
}
else {
if (scene->sound_scrub_handle) {
AUD_Handle_stop(scene->sound_scrub_handle);
}
scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
}
}
else {
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
else {
if (status == AUD_STATUS_PLAYING) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
}
}
}
AUD_Device_unlock(sound_device);
}
double BKE_sound_sync_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
/* Ugly: Blender doesn't like it when the animation is played back during rendering */
if (G.is_rendering) {
return NAN_FLT;
}
if (scene->playback_handle) {
if (scene->audio.flag & AUDIO_SYNC) {
return AUD_getSynchronizerPosition(scene->playback_handle);
}
return AUD_Handle_getPosition(scene->playback_handle);
}
return NAN_FLT;
}
int BKE_sound_scene_playing(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
/* Ugly: Blender doesn't like it when the animation is played back during rendering */
if (G.is_rendering) {
return -1;
}
/* In case of a "None" audio device, we have no playback information. */
if (AUD_Device_getRate(sound_device) == AUD_RATE_INVALID) {
return -1;
}
if (scene->audio.flag & AUDIO_SYNC) {
return AUD_isSynchronizerPlaying();
}
return -1;
}
void BKE_sound_free_waveform(bSound *sound)
{
if ((sound->tags & SOUND_TAGS_WAVEFORM_NO_RELOAD) == 0) {
SoundWaveform *waveform = sound->waveform;
if (waveform) {
if (waveform->data) {
MEM_freeN(waveform->data);
}
MEM_freeN(waveform);
}
sound->waveform = NULL;
}
/* This tag is only valid once. */
sound->tags &= ~SOUND_TAGS_WAVEFORM_NO_RELOAD;
}
void BKE_sound_read_waveform(Main *bmain, bSound *sound, short *stop)
{
bool need_close_audio_handles = false;
if (sound->playback_handle == NULL) {
/* TODO(sergey): Make it fully independent audio handle. */
sound_load_audio(bmain, sound, true);
need_close_audio_handles = true;
}
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform");
if (info.length > 0) {
int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
waveform->data = MEM_mallocN(sizeof(float[3]) * length, "SoundWaveform.samples");
waveform->length = AUD_readSound(
sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, stop);
}
else {
/* Create an empty waveform here if the sound couldn't be
* read. This indicates that reading the waveform is "done",
* whereas just setting sound->waveform to NULL causes other
* code to think the waveform still needs to be created. */
waveform->data = NULL;
waveform->length = 0;
}
if (*stop) {
if (waveform->data) {
MEM_freeN(waveform->data);
}
MEM_freeN(waveform);
BLI_spin_lock(sound->spinlock);
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(sound->spinlock);
return;
}
BKE_sound_free_waveform(sound);
BLI_spin_lock(sound->spinlock);
sound->waveform = waveform;
sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING;
BLI_spin_unlock(sound->spinlock);
if (need_close_audio_handles) {
sound_free_audio(sound);
}
}
static void sound_update_base(Scene *scene, Object *object, void *new_set)
{
NlaTrack *track;
NlaStrip *strip;
Speaker *speaker;
float quat[4];
sound_verify_evaluated_id(&scene->id);
sound_verify_evaluated_id(&object->id);
if ((object->type != OB_SPEAKER) || !object->adt) {
return;
}
for (track = object->adt->nla_tracks.first; track; track = track->next) {
for (strip = track->strips.first; strip; strip = strip->next) {
if (strip->type != NLASTRIP_TYPE_SOUND) {
continue;
}
speaker = (Speaker *)object->data;
if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) {
if (speaker->sound) {
AUD_SequenceEntry_move(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
}
else {
AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle);
strip->speaker_handle = NULL;
}
}
else {
if (speaker->sound) {
strip->speaker_handle = AUD_Sequence_add(scene->sound_scene,
speaker->sound->playback_handle,
(double)strip->start / FPS,
FLT_MAX,
0);
AUD_SequenceEntry_setRelative(strip->speaker_handle, 0);
}
}
if (strip->speaker_handle) {
const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED));
AUD_addSet(new_set, strip->speaker_handle);
AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max);
AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min);
AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max);
AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference);
AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation);
AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer);
AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner);
AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer);
mat4_to_quat(quat, object->obmat);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_LOCATION, CFRA, object->obmat[3], 1);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
AUD_SequenceEntry_setAnimationData(
strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle);
AUD_SequenceEntry_setMuted(strip->speaker_handle, mute);
}
}
}
}
void BKE_sound_update_scene(Depsgraph *depsgraph, Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
void *new_set = AUD_createSet();
void *handle;
float quat[4];
/* cheap test to skip looping over all objects (no speakers is a common case) */
if (DEG_id_type_any_exists(depsgraph, ID_SPK)) {
DEG_OBJECT_ITER_BEGIN (depsgraph,
object,
(DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY |
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET)) {
sound_update_base(scene, object, new_set);
}
DEG_OBJECT_ITER_END;
}
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_Sequence_remove(scene->sound_scene, handle);
}
if (scene->camera) {
mat4_to_quat(quat, scene->camera->obmat);
AUD_Sequence_setAnimationData(
scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
}
AUD_destroySet(scene->speaker_handles);
scene->speaker_handles = new_set;
}
void *BKE_sound_get_factory(void *sound)
{
return ((bSound *)sound)->playback_handle;
}
float BKE_sound_get_length(Main *bmain, bSound *sound)
{
if (sound->playback_handle != NULL) {
AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
return info.length;
}
SoundInfo info;
if (!BKE_sound_info_get(bmain, sound, &info)) {
return 0.0f;
}
return info.length;
}
char **BKE_sound_get_device_names(void)
{
if (audio_device_names == NULL) {
audio_device_names = AUD_getDeviceNames();
}
return audio_device_names;
}
static bool sound_info_from_playback_handle(void *playback_handle, SoundInfo *sound_info)
{
if (playback_handle == NULL) {
return false;
}
AUD_SoundInfo info = AUD_getInfo(playback_handle);
sound_info->specs.channels = (eSoundChannels)info.specs.channels;
sound_info->length = info.length;
return true;
}
bool BKE_sound_info_get(struct Main *main, struct bSound *sound, SoundInfo *sound_info)
{
if (sound->playback_handle != NULL) {
return sound_info_from_playback_handle(sound->playback_handle, sound_info);
}
/* TODO(sergey): Make it fully independent audio handle. */
/* Don't free waveforms during non-destructive queries.
* This causes unnecessary recalculation - see T69921 */
sound_load_audio(main, sound, false);
const bool result = sound_info_from_playback_handle(sound->playback_handle, sound_info);
sound_free_audio(sound);
return result;
}
bool BKE_sound_stream_info_get(struct Main *main,
const char *filepath,
int stream,
SoundStreamInfo *sound_info)
{
const char *path;
char str[FILE_MAX];
AUD_Sound *sound;
AUD_StreamInfo *stream_infos;
int stream_count;
BLI_strncpy(str, filepath, sizeof(str));
path = BKE_main_blendfile_path(main);
BLI_path_abs(str, path);
sound = AUD_Sound_file(str);
if (!sound) {
return false;
}
stream_count = AUD_Sound_getFileStreams(sound, &stream_infos);
AUD_Sound_free(sound);
if (!stream_infos) {
return false;
}
if ((stream < 0) || (stream >= stream_count)) {
free(stream_infos);
return false;
}
sound_info->start = stream_infos[stream].start;
sound_info->duration = stream_infos[stream].duration;
free(stream_infos);
return true;
}
#else /* WITH_AUDASPACE */
# include "BLI_utildefines.h"
void BKE_sound_force_device(const char *UNUSED(device))
{
}
void BKE_sound_init_once(void)
{
}
void BKE_sound_init(Main *UNUSED(bmain))
{
}
void BKE_sound_exit(void)
{
}
void BKE_sound_exit_once(void)
{
}
void BKE_sound_cache(bSound *UNUSED(sound))
{
}
void BKE_sound_delete_cache(bSound *UNUSED(sound))
{
}
void BKE_sound_load(Main *UNUSED(bmain), bSound *UNUSED(sound))
{
}
void BKE_sound_create_scene(Scene *UNUSED(scene))
{
}
void BKE_sound_destroy_scene(Scene *UNUSED(scene))
{
}
void BKE_sound_lock(void)
{
}
void BKE_sound_unlock(void)
{
}
void BKE_sound_reset_scene_specs(Scene *UNUSED(scene))
{
}
void BKE_sound_mute_scene(Scene *UNUSED(scene), int UNUSED(muted))
{
}
void *BKE_sound_scene_add_scene_sound(Scene *UNUSED(scene),
Sequence *UNUSED(sequence),
int UNUSED(startframe),
int UNUSED(endframe),
int UNUSED(frameskip))
{
return NULL;
}
void *BKE_sound_scene_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
{
return NULL;
}
void *BKE_sound_add_scene_sound(Scene *UNUSED(scene),
Sequence *UNUSED(sequence),
int UNUSED(startframe),
int UNUSED(endframe),
int UNUSED(frameskip))
{
return NULL;
}
void *BKE_sound_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
{
return NULL;
}
void BKE_sound_remove_scene_sound(Scene *UNUSED(scene), void *UNUSED(handle))
{
}
void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute))
{
}
void BKE_sound_move_scene_sound(Scene *UNUSED(scene),
void *UNUSED(handle),
int UNUSED(startframe),
int UNUSED(endframe),
int UNUSED(frameskip),
double UNUSED(audio_offset))
{
}
void BKE_sound_move_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence))
{
}
void BKE_sound_play_scene(Scene *UNUSED(scene))
{
}
void BKE_sound_stop_scene(Scene *UNUSED(scene))
{
}
void BKE_sound_seek_scene(Main *UNUSED(bmain), Scene *UNUSED(scene))
{
}
double BKE_sound_sync_scene(Scene *UNUSED(scene))
{
return NAN_FLT;
}
int BKE_sound_scene_playing(Scene *UNUSED(scene))
{
return -1;
}
void BKE_sound_read_waveform(Main *bmain,
bSound *sound,
/* NOLINTNEXTLINE: readability-non-const-parameter. */
short *stop)
{
UNUSED_VARS(sound, stop, bmain);
}
void BKE_sound_init_main(Main *UNUSED(bmain))
{
}
void BKE_sound_set_cfra(int UNUSED(cfra))
{
}
void BKE_sound_update_sequencer(Main *UNUSED(main), bSound *UNUSED(sound))
{
}
void BKE_sound_update_scene(Depsgraph *UNUSED(depsgraph), Scene *UNUSED(scene))
{
}
void BKE_sound_update_scene_sound(void *UNUSED(handle), bSound *UNUSED(sound))
{
}
void BKE_sound_update_scene_listener(Scene *UNUSED(scene))
{
}
void BKE_sound_update_fps(Main *UNUSED(bmain), Scene *UNUSED(scene))
{
}
void BKE_sound_set_scene_sound_volume(void *UNUSED(handle),
float UNUSED(volume),
char UNUSED(animated))
{
}
void BKE_sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated))
{
}
void BKE_sound_set_scene_volume(Scene *UNUSED(scene), float UNUSED(volume))
{
}
void BKE_sound_set_scene_sound_pitch(void *UNUSED(handle),
float UNUSED(pitch),
char UNUSED(animated))
{
}
float BKE_sound_get_length(struct Main *UNUSED(bmain), bSound *UNUSED(sound))
{
return 0;
}
char **BKE_sound_get_device_names(void)
{
static char *names[1] = {NULL};
return names;
}
void BKE_sound_free_waveform(bSound *UNUSED(sound))
{
}
bool BKE_sound_info_get(struct Main *UNUSED(main),
struct bSound *UNUSED(sound),
SoundInfo *UNUSED(sound_info))
{
return false;
}
bool BKE_sound_stream_info_get(struct Main *UNUSED(main),
const char *UNUSED(filepath),
int UNUSED(stream),
SoundStreamInfo *UNUSED(sound_info))
{
return false;
}
#endif /* WITH_AUDASPACE */
void BKE_sound_reset_scene_runtime(Scene *scene)
{
scene->sound_scene = NULL;
scene->playback_handle = NULL;
scene->sound_scrub_handle = NULL;
scene->speaker_handles = NULL;
}
void BKE_sound_ensure_scene(struct Scene *scene)
{
if (scene->sound_scene != NULL) {
return;
}
BKE_sound_create_scene(scene);
}
void BKE_sound_reset_runtime(bSound *sound)
{
sound->cache = NULL;
sound->playback_handle = NULL;
}
void BKE_sound_ensure_loaded(Main *bmain, bSound *sound)
{
if (sound->cache != NULL) {
return;
}
BKE_sound_load(bmain, sound);
}
void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback)
{
#if defined(WITH_AUDASPACE) && defined(WITH_JACK)
sound_jack_sync_callback = callback;
#else
UNUSED_VARS(callback);
#endif
}
void BKE_sound_jack_scene_update(Scene *scene, int mode, double time)
{
sound_verify_evaluated_id(&scene->id);
/* Ugly: Blender doesn't like it when the animation is played back during rendering. */
if (G.is_rendering) {
return;
}
if (mode) {
BKE_sound_play_scene(scene);
}
else {
BKE_sound_stop_scene(scene);
}
#ifdef WITH_AUDASPACE
if (scene->playback_handle != NULL) {
AUD_Handle_setPosition(scene->playback_handle, time);
}
#else
UNUSED_VARS(time);
#endif
}
void BKE_sound_evaluate(Depsgraph *depsgraph, Main *bmain, bSound *sound)
{
DEG_debug_print_eval(depsgraph, __func__, sound->id.name, sound);
if (sound->id.recalc & ID_RECALC_AUDIO) {
BKE_sound_load(bmain, sound);
return;
}
BKE_sound_ensure_loaded(bmain, sound);
}