Age | Commit message (Collapse) | Author |
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Added new build option WITH_JACK_DYNLOAD for CMake and
WITH_BF_JACK_DYNLOAD for SCons, which means there'll be
no build-time linking against libjack and getting symbols
from libjack will happen runtime using dlopen and dlsym
tricks.
Alternative would be to use weak linking, but it'll require
having wrapper for preloading libjack.
This new options are disabled by default and they only
intended to be used on linux. Other platforms shall not
be using this and there shall be no functional changes
on non-linux platforms at all.
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from Dan Eicher (dna)
--- message from the tracker
Classes for all effect types with proper input attributes
Added new/delete functions for SequenceEditor.sequences.
push/pop functions for ImageSequence.elements to add/remove images
Moved waveform from the base class to SoundSequence (probably should be renamed use_waveform or show_waveform)
Fixed user count for scene and movie clip types
--- my own comments
- dont have blending mode argument from sequencer.new_*() functions. Better edit this after.
- dont change waveform attribute, seems unrelated change and should be kept for sound afaik.
- dont apply scene, clip usercount changes - Sergey dealt with these separately.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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passed along the same args from sequence strips. (no functional changes)
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http://markmail.org/message/fp7ozcywxum3ar7n
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Now all sounds that are not mono but have 3D checked automatically get reduced to mono during BGE conversion time.
Also removed the now unneeded function sound_get_channels and added a missing header file to audaspace's CMakeLists.txt.
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* Fixing ffmpeg-0.8 errors.
* Fixing Ketsji paths.
* Removing DoSound from BGE.
* Fixing audio scene update to use only current scene objects.
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Improved waveform drawing in the sequencer.
* Drawing the waveform of a sequencer strip is now independent from whether the sound is cached or not.
* Improved drawing of the waveform in the sequencer (especially speed!).
* Making it possible to vertically zoom more in the sequencer to better see the waveform for lipsync.
* Fixed a bug which crashed blender on loading a sound file via ffmpeg.
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Speaker objects fully functional!
Minor changes:
* Fixed three memory bugs found via valgrind.
* Fixed bug with jack transport crashing after file loading.
* Sound NLA Strips now start at CFRA instead of 0.
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* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8
* Fixed orientation retrieval in OpenAL device code.
* Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit
* Changed BGE to use audaspace via native C++ instead over the C API.
* Made AUD_SequencerFactory and AUD_SequencerEntry thread safe.
* Changed sound caching into a flag which fixes problems on file loading, especially with undo.
* Removed unused parameter from sound_mute_scene_sound
* Fixed bug: changing FPS didn't update the sequencer sound positions.
* Fixed bug: Properties of sequencer strips weren't set correctly.
* Minor warning fixes.
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* Minor audaspace library improvements.
* Considering location, velocity and orientation in AUD_SequencerReader and AUD_SequencerHandle.
* Bugfix: Maximum and Minimum volume weren't used before in the software device.
* Bugfix: Adding speaker objects via info space crashed.
* Listener settings now get updated in the audio system.
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Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
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Main: Complete rewrite of the sequencer related audio code to support 3D Audio objects later and especially adressing the animation system problems (see mailing list if interested).
Note: Animation is not working yet, so with this commit volume animation doesn't work anymore, that's the next step.
Minor things:
* Changed AUD_Reference behaviour a little to be more usage safe.
* Fixed bug in AUD_I3DHandle: Missing virtual destructor
* Fixed enmus in AUD_Space.h
* Fixed a warning in rna_scene.c
* Removed an unneeded call in rna_sound.c
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Making it possible to access blenders internal sounds via Python.
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-> The feature was completely missing o_O
Also fixed an ffmpeg seeking bug.
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also set minimum cmake version to 2.8
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- Positional Audio.
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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reverted by Nathan already. Cam: next time please check, why a parameter is unused before you remove it!
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Jack support is enabled.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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bug for sounds that are not full length.
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with audio to another scene.
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* Jack Transport support!
* Minor sequencer audio corrections.
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or AV-sync.
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we can provide some sample files for testing.
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- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
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This also means that only -s and -S are accepted to set start frame and scene (before, it would accept anything that started with s or S, you could have done blender -b file.blend -super 1 -Science "scene 2").
We really need better argument parsing...
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by theeth.
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* Refactored the whole audaspace library to use float as sample format over all readers.
* Added new Readers like the linear resampler, envelope, lowpass, highpass and butterworth.
* Note: The butterworth filter isn't working correctly, some bug in there... Maybe also true for the envelope.
* Added a sound to f-curve operator that behaves mostly like the soundtracker script of technoestupido.
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Useful when openAL is not setup properly (*cough* pulseaudio *cough) and prevents startup.
This doesn't actually affect the userpref option, so you can set it to whatever you want, save userprefs and restart.
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* Moved AudioData back to Scene
* Updated RNA stuff
* Added mixdown volume
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I hoped for it to resolve the bug of loading sounds with relative paths didn't work, but Main.name isn't set before the sounds are loaded, so the bug resists!
Someone who is into file loading should please fix this!
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* Move sound_init to make sure it gets called everytime user
preferences is reloaded.
* Merged sound_reinit and sound_init. One used user preferences
while the other did not, don't see the point of this, so just
made it always use user preferences now.
* Timeline header audio sync option now controls scene flag
rather than timeline flag. Since it uses the same playback
operator now, there is no distinction anymore.
* Added boolean property sync to animation play operator, to sync
with audio or not. Uses scene setting if property is not set.
* Playback stop button in info header now calls operator, so sounds
stop playing too.
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See mailing list for additional information.
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library .blend files anymore, making it a load faster to use.
- Fixed ancient annoyance; samples were not properly freed, giving a lot
"Error Totblock" when using sound.
This fix also involves removing an ancient NaN hack, which treated the
samples as fake Library data in the Main database.
But still, the Blender Sound and Sample code is horrible... :/
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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