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authorJoerg Mueller <nexyon@gmail.com>2010-10-02 19:27:55 +0400
committerJoerg Mueller <nexyon@gmail.com>2010-10-02 19:27:55 +0400
commit0daa9ec5d9f95d8a4c05c89b35e49a879f1c31b7 (patch)
treec19ba894c39d0f9c4f7cf387d109270c28e66e9b /source/blender/blenkernel/intern/sound.c
parent2bfc5d53bbf01f960bd48ea8e4c2b9464269000b (diff)
Fix for [#24051] Scrubbing Timeline in VSE with Jack Audio doesn't scrub just plays the audio track
There were actually two bugs, the one reported and that the Sync Callback never has been called after someone had to add #ifdefs around the call without checking that the build systems are even configured to add the needed definition, am I right Cam? :P
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r--source/blender/blenkernel/intern/sound.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index 26392132038..5e95b19b64f 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -433,9 +433,11 @@ void sound_seek_scene(struct bContext *C)
if(scene->audio.flag & AUDIO_SCRUB && !CTX_wm_screen(C)->animtimer)
{
- // AUD_XXX TODO: fix scrubbing, it currently doesn't stop playing
if(scene->audio.flag & AUDIO_SYNC)
+ {
+ AUD_seek(scene->sound_scene_handle, CFRA / FPS);
AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS);
+ }
else
AUD_seek(scene->sound_scene_handle, CFRA / FPS);
AUD_resume(scene->sound_scene_handle);