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authorSergey Sharybin <sergey.vfx@gmail.com>2019-05-03 18:47:44 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-05-03 18:50:43 +0300
commit888852055c1b203f5a89c7e229f87f412a6624da (patch)
treebc0a0752ec236eae297e19ea30cf00dee9672aa1 /source/blender/blenkernel/BKE_sound.h
parent712fe561d58c78c2f9ecda2f07d4d45d36a384bf (diff)
Sound: Fix for being unable to jump to a frame during playback with A/V sync
Diffstat (limited to 'source/blender/blenkernel/BKE_sound.h')
-rw-r--r--source/blender/blenkernel/BKE_sound.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_sound.h b/source/blender/blenkernel/BKE_sound.h
index 9eebc6ab6be..f526dd579ce 100644
--- a/source/blender/blenkernel/BKE_sound.h
+++ b/source/blender/blenkernel/BKE_sound.h
@@ -32,6 +32,7 @@
struct Main;
struct Sequence;
struct bSound;
+struct Depsgraph;
typedef struct SoundWaveform {
int length;
@@ -143,6 +144,10 @@ void BKE_sound_stop_scene(struct Scene *scene);
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene);
+/* Use this after original scene's frame has been changed. It will take care of doing all the
+ * updates required for BKE_sound_seek_scene(). */
+void BKE_sound_update_and_seek(struct Main *bmain, struct Depsgraph *depsgraph);
+
float BKE_sound_sync_scene(struct Scene *scene);
int BKE_sound_scene_playing(struct Scene *scene);