diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-05-15 17:51:17 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2015-05-15 17:51:46 +0300 |
commit | ce0d3112e40fe54bd56926b758cda4e502fb782a (patch) | |
tree | 4bbd8a19f3aa6cf704ac65f3c130d591f4703451 /source/blender/blenkernel/intern/sound.c | |
parent | 3d658bf7a7b81057f9b4477567158cbd50216517 (diff) |
Scene audio naming cleanup:
Remane sound_scene_handle to playback handle.
sound_scene_handle was a part of scene so we could see code like scene-
often in the same function.
If I understand things correctly, in audaspace lingo, the
playback_handle corresponds to a Reader while the scene_sound
corresponds to a Factory.
More cleanups will be done here later, but changing this now because my
brain hurts trying to remember which is which...
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r-- | source/blender/blenkernel/intern/sound.c | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c index 30c17773f7d..46a50917427 100644 --- a/source/blender/blenkernel/intern/sound.c +++ b/source/blender/blenkernel/intern/sound.c @@ -139,8 +139,8 @@ static void sound_sync_callback(void *data, int mode, float time) BKE_sound_play_scene(scene); else BKE_sound_stop_scene(scene); - if (scene->sound_scene_handle) - AUD_seek(scene->sound_scene_handle, time); + if (scene->playback_handle) + AUD_seek(scene->playback_handle, time); } scene = scene->id.next; } @@ -383,15 +383,15 @@ void BKE_sound_create_scene(struct Scene *scene) scene->sound_scene = AUD_createSequencer(FPS, scene->audio.flag & AUDIO_MUTE); AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound, scene->audio.doppler_factor, scene->audio.distance_model); - scene->sound_scene_handle = NULL; + scene->playback_handle = NULL; scene->sound_scrub_handle = NULL; scene->speaker_handles = NULL; } void BKE_sound_destroy_scene(struct Scene *scene) { - if (scene->sound_scene_handle) - AUD_stop(scene->sound_scene_handle); + if (scene->playback_handle) + AUD_stop(scene->playback_handle); if (scene->sound_scrub_handle) AUD_stop(scene->sound_scrub_handle); if (scene->sound_scene) @@ -524,13 +524,13 @@ void BKE_sound_update_sequencer(struct Main *main, bSound *sound) static void sound_start_play_scene(struct Scene *scene) { - if (scene->sound_scene_handle) - AUD_stop(scene->sound_scene_handle); + if (scene->playback_handle) + AUD_stop(scene->playback_handle); AUD_setSequencerDeviceSpecs(scene->sound_scene); - if ((scene->sound_scene_handle = AUD_play(scene->sound_scene, 1))) - AUD_setLoop(scene->sound_scene_handle, -1); + if ((scene->playback_handle = AUD_play(scene->sound_scene, 1))) + AUD_setLoop(scene->playback_handle, -1); } void BKE_sound_play_scene(struct Scene *scene) @@ -540,20 +540,20 @@ void BKE_sound_play_scene(struct Scene *scene) AUD_lock(); - status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID; + status = scene->playback_handle ? AUD_getStatus(scene->playback_handle) : AUD_STATUS_INVALID; if (status == AUD_STATUS_INVALID) { sound_start_play_scene(scene); - if (!scene->sound_scene_handle) { + if (!scene->playback_handle) { AUD_unlock(); return; } } if (status != AUD_STATUS_PLAYING) { - AUD_seek(scene->sound_scene_handle, cur_time); - AUD_resume(scene->sound_scene_handle); + AUD_seek(scene->playback_handle, cur_time); + AUD_resume(scene->playback_handle); } if (scene->audio.flag & AUDIO_SYNC) @@ -564,8 +564,8 @@ void BKE_sound_play_scene(struct Scene *scene) void BKE_sound_stop_scene(struct Scene *scene) { - if (scene->sound_scene_handle) { - AUD_pause(scene->sound_scene_handle); + if (scene->playback_handle) { + AUD_pause(scene->playback_handle); if (scene->audio.flag & AUDIO_SYNC) AUD_stopPlayback(); @@ -583,17 +583,17 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene) AUD_lock(); - status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID; + status = scene->playback_handle ? AUD_getStatus(scene->playback_handle) : AUD_STATUS_INVALID; if (status == AUD_STATUS_INVALID) { sound_start_play_scene(scene); - if (!scene->sound_scene_handle) { + if (!scene->playback_handle) { AUD_unlock(); return; } - AUD_pause(scene->sound_scene_handle); + AUD_pause(scene->playback_handle); } animation_playing = 0; @@ -606,13 +606,13 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene) if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) { if (scene->audio.flag & AUDIO_SYNC) { - AUD_seek(scene->sound_scene_handle, cur_time); - AUD_seekSequencer(scene->sound_scene_handle, cur_time); + AUD_seek(scene->playback_handle, cur_time); + AUD_seekSequencer(scene->playback_handle, cur_time); } else { - AUD_seek(scene->sound_scene_handle, cur_time); + AUD_seek(scene->playback_handle, cur_time); } - AUD_resume(scene->sound_scene_handle); + AUD_resume(scene->playback_handle); if (scene->sound_scrub_handle && AUD_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) { AUD_seek(scene->sound_scrub_handle, 0); } @@ -620,16 +620,16 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene) if (scene->sound_scrub_handle) { AUD_stop(scene->sound_scrub_handle); } - scene->sound_scrub_handle = AUD_pauseAfter(scene->sound_scene_handle, one_frame); + scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame); } } else { if (scene->audio.flag & AUDIO_SYNC) { - AUD_seekSequencer(scene->sound_scene_handle, cur_time); + AUD_seekSequencer(scene->playback_handle, cur_time); } else { if (status == AUD_STATUS_PLAYING) { - AUD_seek(scene->sound_scene_handle, cur_time); + AUD_seek(scene->playback_handle, cur_time); } } } @@ -639,11 +639,11 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene) float BKE_sound_sync_scene(struct Scene *scene) { - if (scene->sound_scene_handle) { + if (scene->playback_handle) { if (scene->audio.flag & AUDIO_SYNC) - return AUD_getSequencerPosition(scene->sound_scene_handle); + return AUD_getSequencerPosition(scene->playback_handle); else - return AUD_getPosition(scene->sound_scene_handle); + return AUD_getPosition(scene->playback_handle); } return NAN_FLT; } |