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-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.cc5
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.h1
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc1
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc10
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.h1
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations_view_layer.cc1
-rw-r--r--source/blender/depsgraph/intern/depsgraph_tag.cc5
-rw-r--r--source/blender/makesdna/DNA_ID.h4
8 files changed, 28 insertions, 0 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
index 563edafcb0e..a9cafd933d9 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
@@ -1585,6 +1585,11 @@ void DepsgraphNodeBuilder::build_sequencer(Scene *scene)
SEQ_END;
}
+void DepsgraphNodeBuilder::build_scene_audio(Scene *scene)
+{
+ add_operation_node(&scene->id, NodeType::AUDIO, OperationCode::SOUND_EVAL);
+}
+
/* **** ID traversal callbacks functions **** */
void DepsgraphNodeBuilder::modifier_walk(void *user_data,
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
index 9805bd97b08..9074efefe50 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
@@ -209,6 +209,7 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
void build_speaker(Speaker *speaker);
void build_sound(bSound *sound);
void build_sequencer(Scene *scene);
+ void build_scene_audio(Scene *scene);
/* Per-ID information about what was already in the dependency graph.
* Allows to re-use certain values, to speed up following evaluation. */
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc
index c03416e956e..1b9524e5832 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc
@@ -154,6 +154,7 @@ void DepsgraphNodeBuilder::build_view_layer(Scene *scene,
}
/* Sequencer. */
if (linked_state == DEG_ID_LINKED_DIRECTLY) {
+ build_scene_audio(scene);
build_sequencer(scene);
}
/* Collections. */
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 46d565ad190..8fef35570fe 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -2307,15 +2307,25 @@ void DepsgraphRelationBuilder::build_sequencer(Scene *scene)
/* Make sure dependnecies from sequences data goes to the sequencer evaluation. */
ComponentKey sequencer_key(&scene->id, NodeType::SEQUENCER);
Sequence *seq;
+ bool has_audio_strips = false;
SEQ_BEGIN (scene->ed, seq) {
if (seq->sound != NULL) {
build_sound(seq->sound);
ComponentKey sound_key(&seq->sound->id, NodeType::AUDIO);
add_relation(sound_key, sequencer_key, "Sound -> Sequencer");
+ has_audio_strips = true;
}
/* TODO(sergey): Movie clip, scene, camera, mask. */
}
SEQ_END;
+ if (has_audio_strips) {
+ ComponentKey scene_audio_key(&scene->id, NodeType::AUDIO);
+ add_relation(sequencer_key, scene_audio_key, "Sequencer -> Audio");
+ }
+}
+
+void DepsgraphRelationBuilder::build_scene_audio(Scene * /*scene*/)
+{
}
void DepsgraphRelationBuilder::build_copy_on_write_relations()
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.h b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
index 190b4064481..30fbe5bcf6b 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
@@ -270,6 +270,7 @@ class DepsgraphRelationBuilder : public DepsgraphBuilder {
void build_speaker(Speaker *speaker);
void build_sound(bSound *sound);
void build_sequencer(Scene *scene);
+ void build_scene_audio(Scene *scene);
void build_nested_datablock(ID *owner, ID *id);
void build_nested_nodetree(ID *owner, bNodeTree *ntree);
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_view_layer.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_view_layer.cc
index 8a23e4b9b6e..cadb4ab3611 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations_view_layer.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_view_layer.cc
@@ -132,6 +132,7 @@ void DepsgraphRelationBuilder::build_view_layer(Scene *scene,
}
/* Sequencer. */
if (linked_state == DEG_ID_LINKED_DIRECTLY) {
+ build_scene_audio(scene);
build_sequencer(scene);
}
/* Build all set scenes. */
diff --git a/source/blender/depsgraph/intern/depsgraph_tag.cc b/source/blender/depsgraph/intern/depsgraph_tag.cc
index f7d7b76cb69..d8e895364ca 100644
--- a/source/blender/depsgraph/intern/depsgraph_tag.cc
+++ b/source/blender/depsgraph/intern/depsgraph_tag.cc
@@ -218,6 +218,9 @@ void depsgraph_tag_to_component_opcode(const ID *id,
case ID_RECALC_SEQUENCER:
*component_type = NodeType::SEQUENCER;
break;
+ case ID_RECALC_AUDIO_JUMP:
+ *component_type = NodeType::AUDIO;
+ break;
case ID_RECALC_ALL:
case ID_RECALC_PSYS_ALL:
BLI_assert(!"Should not happen");
@@ -620,6 +623,8 @@ const char *DEG_update_tag_as_string(IDRecalcFlag flag)
return "EDITORS";
case ID_RECALC_SEQUENCER:
return "SEQUENCER";
+ case ID_RECALC_AUDIO_JUMP:
+ return "AUDIO_JUMP";
case ID_RECALC_ALL:
return "ALL";
}
diff --git a/source/blender/makesdna/DNA_ID.h b/source/blender/makesdna/DNA_ID.h
index 12f59cf8e78..42ee4e9a6c8 100644
--- a/source/blender/makesdna/DNA_ID.h
+++ b/source/blender/makesdna/DNA_ID.h
@@ -608,6 +608,10 @@ typedef enum IDRecalcFlag {
* Use this tag with a scene ID which owns the sequences. */
ID_RECALC_SEQUENCER = (1 << 14),
+ /* Frame changed in a way that caused audio jump.
+ * Use this on a scene ID. */
+ ID_RECALC_AUDIO_JUMP = (1 << 15),
+
/***************************************************************************
* Pseudonyms, to have more semantic meaning in the actual code without
* using too much low-level and implementation specific tags. */