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authorJoerg Mueller <nexyon@gmail.com>2011-07-28 17:58:59 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-07-28 17:58:59 +0400
commitbd6ca0570e089afc1d29b4f18b8bb6cc086545ea (patch)
tree30b512203aa9c5e73eb88fcb5e7a2afaf94770b9 /source/blender/blenkernel/intern/scene.c
parent90b64737f12f749b93e6a609b1b3680938ef6b85 (diff)
3D Audio GSoC:
Implemented basic audio animation. * AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation) * Animatable properties so far are: volume, pitch, panning * Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference. * Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1]. * Disabled animation of audio related ffmpeg output parameters. * Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index 42793e4b4a4..74126fd57a1 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -473,9 +473,10 @@ Scene *add_scene(const char *name)
BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
- sce->audio.distance_model = 2.0;
- sce->audio.doppler_factor = 1.0;
- sce->audio.speed_of_sound = 343.3;
+ sce->audio.distance_model = 2.0f;
+ sce->audio.doppler_factor = 1.0f;
+ sce->audio.speed_of_sound = 343.3f;
+ sce->audio.volume = 1.0f;
BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
@@ -1000,6 +1001,8 @@ void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
{
float ctime = BKE_curframe(sce);
Scene *sce_iter;
+
+ sound_set_cfra(sce->r.cfra);
/* clear animation overrides */
// XXX TODO...