diff options
author | Richard Antalik <richardantalik@gmail.com> | 2022-03-08 15:15:41 +0300 |
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committer | Richard Antalik <richardantalik@gmail.com> | 2022-03-08 15:16:36 +0300 |
commit | 3cb3167278a7f9d488b66a7fc591aea8288408e9 (patch) | |
tree | a66e3e0386369b8666d896c4026190194a316cf0 /source/blender | |
parent | 73dc8c24e44ba8b462f88c1c629a84c98979ef41 (diff) |
Simplify sound property handling
Sound properties like volume, pitch and muting are handled in
`BKE_sound_add_scene_sound()`. This is unnecessary, because in
properties are then set to real values in `SEQ_edit_update_muting()` and
`seq_update_seq_cb()`.
Alternatively, it may be better to remove all other updates leave them
in `BKE_sound_add_scene_sound()`. But I want to add muting per channel,
whhich is easier and probably cleaner to do with function
`SEQ_edit_update_muting()`.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D14269
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/blenkernel/intern/sound.c | 15 |
1 files changed, 5 insertions, 10 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c index fd9735ff07f..8b72fd05057 100644 --- a/source/blender/blenkernel/intern/sound.c +++ b/source/blender/blenkernel/intern/sound.c @@ -727,16 +727,11 @@ void *BKE_sound_add_scene_sound( } sound_verify_evaluated_id(&sequence->sound->id); const double fps = FPS; - void *handle = AUD_Sequence_add(scene->sound_scene, - sequence->sound->playback_handle, - startframe / fps, - endframe / fps, - frameskip / fps + sequence->sound->offset_time); - AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0); - AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0); - AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0); - AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0); - return handle; + return AUD_Sequence_add(scene->sound_scene, + sequence->sound->playback_handle, + startframe / fps, + endframe / fps, + frameskip / fps + sequence->sound->offset_time); } void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence) |