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authorJoerg Mueller <nexyon@gmail.com>2011-07-26 17:56:31 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-07-26 17:56:31 +0400
commit9077b8bffc6731062bbd6997379b4bf6badd13e2 (patch)
tree641b4fdb97c201727107c398517233ca313d1f38 /source/blender/blenkernel/BKE_sound.h
parentc0373fb7ea2b6d36b57a7c43706626aa254c70b3 (diff)
3D Audio GSoC:
Main: Complete rewrite of the sequencer related audio code to support 3D Audio objects later and especially adressing the animation system problems (see mailing list if interested). Note: Animation is not working yet, so with this commit volume animation doesn't work anymore, that's the next step. Minor things: * Changed AUD_Reference behaviour a little to be more usage safe. * Fixed bug in AUD_I3DHandle: Missing virtual destructor * Fixed enmus in AUD_Space.h * Fixed a warning in rna_scene.c * Removed an unneeded call in rna_sound.c
Diffstat (limited to 'source/blender/blenkernel/BKE_sound.h')
-rw-r--r--source/blender/blenkernel/BKE_sound.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_sound.h b/source/blender/blenkernel/BKE_sound.h
index 7402d501120..549dc475320 100644
--- a/source/blender/blenkernel/BKE_sound.h
+++ b/source/blender/blenkernel/BKE_sound.h
@@ -64,6 +64,8 @@ void sound_delete(struct bContext *C, struct bSound* sound);
void sound_cache(struct bSound* sound, int ignore);
+void sound_cache_notifying(struct Main* main, struct bSound* sound, int ignore);
+
void sound_delete_cache(struct bSound* sound);
void sound_load(struct Main *main, struct bSound* sound);
@@ -80,6 +82,8 @@ void sound_destroy_scene(struct Scene *scene);
void sound_mute_scene(struct Scene *scene, int muted);
+void sound_update_fps(struct Scene *scene);
+
void* sound_scene_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip);
void* sound_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip);
@@ -90,6 +94,10 @@ void sound_mute_scene_sound(struct Scene *scene, void* handle, char mute);
void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip);
+void sound_update_scene_sound(void* handle, struct bSound* sound);
+
+void sound_update_sequencer(struct Main* main, struct bSound* sound);
+
void sound_play_scene(struct Scene *scene);
void sound_stop_scene(struct Scene *scene);