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author | Joerg Mueller <nexyon@gmail.com> | 2010-10-02 19:27:55 +0400 |
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committer | Joerg Mueller <nexyon@gmail.com> | 2010-10-02 19:27:55 +0400 |
commit | 0daa9ec5d9f95d8a4c05c89b35e49a879f1c31b7 (patch) | |
tree | c19ba894c39d0f9c4f7cf387d109270c28e66e9b /source/blender/blenkernel/intern/sound.c | |
parent | 2bfc5d53bbf01f960bd48ea8e4c2b9464269000b (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.c | 4 |
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); |