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authorSergey Sharybin <sergey.vfx@gmail.com>2019-05-06 13:46:14 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-05-06 13:54:16 +0300
commit064273a4ae7101f937cf2e16b0e2f1efcd2f0e38 (patch)
treeb10ee52c452decf2cd3ba760794609ee6795043b /source/blender/blenkernel
parent2c0da4a3db96d4aeeeec1cfba4a0a9f5bf0fa970 (diff)
Sound: Port more cases to be a part of dependency graph
Mainly covers RNA callbacks which were still doing direct scene update, which was causing crashes. Now corresponding ID_RECALC flags are used, so all scenes can update accordingly. Also tested animated volume/pitch on strips, which now works as well. Fixes T64133: Assert after changing FPS Fixes T64154: Immediate crash when changing the current frame on the timeline Fixes T64185: Client Crashes when the frame position value is changed Fixes T64190: Blender Crash using Timeline Editor Fixes T64128: Click to close bug type on timeline Fixes T64147: Crash when setting current frame from Python Fixes T64152: Blender Auto-Close on timeline change
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/BKE_sound.h4
-rw-r--r--source/blender/blenkernel/intern/scene.c25
-rw-r--r--source/blender/blenkernel/intern/sound.c22
3 files changed, 28 insertions, 23 deletions
diff --git a/source/blender/blenkernel/BKE_sound.h b/source/blender/blenkernel/BKE_sound.h
index f526dd579ce..8d17380592e 100644
--- a/source/blender/blenkernel/BKE_sound.h
+++ b/source/blender/blenkernel/BKE_sound.h
@@ -144,10 +144,6 @@ void BKE_sound_stop_scene(struct Scene *scene);
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene);
-/* Use this after original scene's frame has been changed. It will take care of doing all the
- * updates required for BKE_sound_seek_scene(). */
-void BKE_sound_update_and_seek(struct Main *bmain, struct Depsgraph *depsgraph);
-
float BKE_sound_sync_scene(struct Scene *scene);
int BKE_sound_scene_playing(struct Scene *scene);
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index 1e43aee64eb..7cd89705a1e 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -1510,7 +1510,24 @@ static void prepare_mesh_for_viewport_render(Main *bmain, const ViewLayer *view_
static void scene_update_sound(Depsgraph *depsgraph, Main *bmain)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ const int recalc = scene->id.recalc;
BKE_sound_ensure_scene(scene);
+ if (recalc & ID_RECALC_AUDIO_SEEK) {
+ BKE_sound_seek_scene(bmain, scene);
+ }
+ if (recalc & ID_RECALC_AUDIO_FPS) {
+ BKE_sound_update_fps(scene);
+ }
+ if (recalc & ID_RECALC_AUDIO_VOLUME) {
+ BKE_sound_set_scene_volume(scene, scene->audio.volume);
+ }
+ if (recalc & ID_RECALC_AUDIO_MUTE) {
+ const bool is_mute = (scene->audio.flag & AUDIO_MUTE);
+ BKE_sound_mute_scene(scene, is_mute);
+ }
+ if (recalc & ID_RECALC_AUDIO_LISTENER) {
+ BKE_sound_update_scene_listener(scene);
+ }
BKE_sound_update_scene(bmain, scene);
}
@@ -2407,6 +2424,14 @@ void BKE_scene_eval_sequencer_sequences(Depsgraph *depsgraph, Scene *scene)
if (seq->sound != NULL && seq->scene_sound == NULL) {
seq->scene_sound = BKE_sound_add_scene_sound_defaults(scene, seq);
}
+ if (seq->scene_sound) {
+ BKE_sound_set_scene_sound_volume(
+ seq->scene_sound, seq->volume, (seq->flag & SEQ_AUDIO_VOLUME_ANIMATED) != 0);
+ BKE_sound_set_scene_sound_pitch(
+ seq->scene_sound, seq->pitch, (seq->flag & SEQ_AUDIO_PITCH_ANIMATED) != 0);
+ BKE_sound_set_scene_sound_pan(
+ seq->scene_sound, seq->pan, (seq->flag & SEQ_AUDIO_PAN_ANIMATED) != 0);
+ }
}
SEQ_END;
BKE_sequencer_update_muting(scene->ed);
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index 9ccb90b5cdc..f45c53426b9 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -57,7 +57,6 @@
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
-#include "DEG_depsgraph_query.h"
#ifdef WITH_AUDASPACE
/* evil globals ;-) */
@@ -689,7 +688,6 @@ void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
{
- printf("%s\n", __func__);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
}
@@ -798,10 +796,9 @@ void BKE_sound_seek_scene(Main *bmain, Scene *scene)
}
}
- Scene *scene_orig = (Scene *)DEG_get_original_id(&scene->id);
- if (scene_orig->audio.flag & AUDIO_SCRUB && !animation_playing) {
+ if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
- if (scene_orig->audio.flag & AUDIO_SYNC) {
+ if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
AUD_Handle_resume(scene->playback_handle);
@@ -817,7 +814,7 @@ void BKE_sound_seek_scene(Main *bmain, Scene *scene)
}
}
else {
- if (scene_orig->audio.flag & AUDIO_SYNC) {
+ if (scene->audio.flag & AUDIO_SYNC) {
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
else {
@@ -1227,19 +1224,6 @@ void BKE_sound_load_audio(Main *UNUSED(bmain), bSound *UNUSED(sound))
#endif /* WITH_AUDASPACE */
-void BKE_sound_update_and_seek(Main *bmain, Depsgraph *depsgraph)
-{
- Scene *scene_orig = DEG_get_input_scene(depsgraph);
- Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
- /* NOTE: We don't do copy-on-write or anything like that here because we need to know scene's
- * flags like "scrubbing" in the BKE_sound_seek_scene(). So we simply update frame to which
- * seek needs to happen.
- *
- * TODO(sergey): Might change API so the frame is passes explicitly. */
- scene_eval->r.cfra = scene_orig->r.cfra;
- BKE_sound_seek_scene(bmain, scene_eval);
-}
-
void BKE_sound_reset_scene_runtime(Scene *scene)
{
scene->sound_scene = NULL;