diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2019-06-17 17:32:29 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2019-06-17 17:35:36 +0300 |
commit | 495aff71ca81c77d2384dd13f5d24039ab2f9458 (patch) | |
tree | 8d45621a31d4926e2600854948a99125938a0cc2 | |
parent | c83848722a5c99bebe8ee3b8f363f633e08c2960 (diff) |
Fix frame jump with AV-sync enabled
It was possible to have animation player step happening after manual
jump prior to the dependency graph evaluation.
Now we forbid changing scene frame if it was manually requested to
be changed.
-rw-r--r-- | source/blender/editors/screen/screen_ops.c | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/source/blender/editors/screen/screen_ops.c b/source/blender/editors/screen/screen_ops.c index e9f3a3fc12a..f6034a7051e 100644 --- a/source/blender/editors/screen/screen_ops.c +++ b/source/blender/editors/screen/screen_ops.c @@ -4230,8 +4230,12 @@ static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), const wmEv sync = (scene->flag & SCE_FRAME_DROP); } - if ((scene->audio.flag & AUDIO_SYNC) && (sad->flag & ANIMPLAY_FLAG_REVERSE) == false && - isfinite(time = BKE_sound_sync_scene(scene_eval))) { + if (scene_eval->id.recalc & ID_RECALC_AUDIO_SEEK) { + /* Ignore seek here, the audio will be updated to the scene frame after jump during next + * dependency graph update. */ + } + else if ((scene->audio.flag & AUDIO_SYNC) && (sad->flag & ANIMPLAY_FLAG_REVERSE) == false && + isfinite(time = BKE_sound_sync_scene(scene_eval))) { double newfra = (double)time * FPS; /* give some space here to avoid jumps */ |