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authorSebastian Parborg <darkdefende@gmail.com>2020-04-06 17:32:30 +0300
committerSebastian Parborg <darkdefende@gmail.com>2020-04-06 17:34:15 +0300
commit71b1ee940bb0b8e159700e53137883b6995859ce (patch)
treed5b9e1d7db9609cb21cc7fbf58410ea69912d179 /source/blender/blenkernel/intern/sound.c
parentc544df997ed9869ee053f1b45e1da6d8bf5f5e9c (diff)
Don't take into account time remapping when scrubbing with AV sync.
It would cause the playhead to be remapped to an other frame than the one you clicked on.
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r--source/blender/blenkernel/intern/sound.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index c26df027368..64fe396d6a3 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -812,7 +812,7 @@ void BKE_sound_seek_scene(Main *bmain, Scene *scene)
int animation_playing;
const float one_frame = (float)(1.0 / FPS);
- const float cur_time = get_cur_time(scene);
+ const float cur_time = FRA2TIME(CFRA);
AUD_Device_lock(sound_device);