/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. */ /** \file * \ingroup bke */ #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_iterator.h" #include "BLI_math.h" #include "BLI_threads.h" #include "BLT_translation.h" #include "DNA_anim_types.h" #include "DNA_object_types.h" #include "DNA_packedFile_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_sequence_types.h" #include "DNA_sound_types.h" #include "DNA_speaker_types.h" #include "DNA_windowmanager_types.h" #ifdef WITH_AUDASPACE # include "../../../intern/audaspace/intern/AUD_Set.h" # include # include # include # include #endif #include "BKE_global.h" #include "BKE_idtype.h" #include "BKE_lib_id.h" #include "BKE_main.h" #include "BKE_packedFile.h" #include "BKE_scene.h" #include "BKE_sequencer.h" #include "BKE_sound.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" static void sound_free_audio(bSound *sound); static void sound_copy_data(Main *UNUSED(bmain), ID *id_dst, const ID *id_src, const int UNUSED(flag)) { bSound *sound_dst = (bSound *)id_dst; const bSound *sound_src = (const bSound *)id_src; sound_dst->handle = NULL; sound_dst->cache = NULL; sound_dst->waveform = NULL; sound_dst->playback_handle = NULL; sound_dst->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock"); BLI_spin_init(sound_dst->spinlock); /* Just to be sure, should not have any value actually after reading time. */ sound_dst->ipo = NULL; sound_dst->newpackedfile = NULL; if (sound_src->packedfile != NULL) { sound_dst->packedfile = BKE_packedfile_duplicate(sound_src->packedfile); } BKE_sound_reset_runtime(sound_dst); } static void sound_free_data(ID *id) { bSound *sound = (bSound *)id; /* No animdata here. */ if (sound->packedfile) { BKE_packedfile_free(sound->packedfile); sound->packedfile = NULL; } sound_free_audio(sound); BKE_sound_free_waveform(sound); if (sound->spinlock) { BLI_spin_end(sound->spinlock); MEM_freeN(sound->spinlock); sound->spinlock = NULL; } } IDTypeInfo IDType_ID_SO = { .id_code = ID_SO, .id_filter = FILTER_ID_SO, .main_listbase_index = INDEX_ID_SO, .struct_size = sizeof(bSound), .name = "Sound", .name_plural = "sounds", .translation_context = BLT_I18NCONTEXT_ID_SOUND, .flags = 0, /* A fuzzy case, think NULLified content is OK here... */ .init_data = NULL, .copy_data = sound_copy_data, .free_data = sound_free_data, .make_local = NULL, }; #ifdef WITH_AUDASPACE /* evil globals ;-) */ static int sound_cfra; static char **audio_device_names = NULL; #endif BLI_INLINE void sound_verify_evaluated_id(const ID *id) { UNUSED_VARS_NDEBUG(id); /* This is a bit tricky and not quite reliable, but good enough check. * * We don't want audio system handles to be allocated on an original data-blocks, and only want * them to be allocated on a data-blocks which are result of dependency graph evaluation. * * Data-blocks which are covered by a copy-on-write system of dependency graph will have * LIB_TAG_COPIED_ON_WRITE tag set on them. But if some of data-blocks during its evaluation * decides to re-allocate it's nested one (for example, object evaluation could re-allocate mesh * when evaluating modifier stack). Such data-blocks will have * LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT tag set on them. * * Additionally, we also allow data-blocks outside of main database. Those can not be "original" * and could be used as a temporary evaluated result during operations like baking. * * NOTE: We consider ID evaluated if ANY of those flags is set. We do NOT require ALL of them. */ BLI_assert(id->tag & (LIB_TAG_COPIED_ON_WRITE | LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT | LIB_TAG_NO_MAIN)); } bSound *BKE_sound_new_file(Main *bmain, const char *filepath) { bSound *sound; const char *path; char str[FILE_MAX]; BLI_strncpy(str, filepath, sizeof(str)); path = BKE_main_blendfile_path(bmain); BLI_path_abs(str, path); sound = BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath), 0); BLI_strncpy(sound->name, filepath, FILE_MAX); /* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */ sound->spinlock = MEM_mallocN(sizeof(SpinLock), "sound_spinlock"); BLI_spin_init(sound->spinlock); BKE_sound_reset_runtime(sound); return sound; } bSound *BKE_sound_new_file_exists_ex(Main *bmain, const char *filepath, bool *r_exists) { bSound *sound; char str[FILE_MAX], strtest[FILE_MAX]; BLI_strncpy(str, filepath, sizeof(str)); BLI_path_abs(str, BKE_main_blendfile_path(bmain)); /* first search an identical filepath */ for (sound = bmain->sounds.first; sound; sound = sound->id.next) { BLI_strncpy(strtest, sound->name, sizeof(sound->name)); BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id)); if (BLI_path_cmp(strtest, str) == 0) { id_us_plus(&sound->id); /* officially should not, it doesn't link here! */ if (r_exists) { *r_exists = true; } return sound; } } if (r_exists) { *r_exists = false; } return BKE_sound_new_file(bmain, filepath); } bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath) { return BKE_sound_new_file_exists_ex(bmain, filepath, NULL); } static void sound_free_audio(bSound *sound) { #ifdef WITH_AUDASPACE if (sound->handle) { AUD_Sound_free(sound->handle); sound->handle = NULL; sound->playback_handle = NULL; } if (sound->cache) { AUD_Sound_free(sound->cache); sound->cache = NULL; } #else UNUSED_VARS(sound); #endif /* WITH_AUDASPACE */ } #ifdef WITH_AUDASPACE static const char *force_device = NULL; # ifdef WITH_JACK static SoundJackSyncCallback sound_jack_sync_callback = NULL; static void sound_sync_callback(void *data, int mode, float time) { if (sound_jack_sync_callback == NULL) { return; } Main *bmain = (Main *)data; sound_jack_sync_callback(bmain, mode, time); } # endif void BKE_sound_force_device(const char *device) { force_device = device; } void BKE_sound_init_once(void) { AUD_initOnce(); atexit(BKE_sound_exit_once); } static AUD_Device *sound_device = NULL; void *BKE_sound_get_device(void) { return sound_device; } void BKE_sound_init(Main *bmain) { /* Make sure no instance of the sound system is running, otherwise we get leaks. */ BKE_sound_exit(); AUD_DeviceSpecs specs; int device, buffersize; const char *device_name; device = U.audiodevice; buffersize = U.mixbufsize; specs.channels = U.audiochannels; specs.format = U.audioformat; specs.rate = U.audiorate; if (force_device == NULL) { int i; char **names = BKE_sound_get_device_names(); device_name = names[0]; /* make sure device is within the bounds of the array */ for (i = 0; names[i]; i++) { if (i == device) { device_name = names[i]; } } } else { device_name = force_device; } if (buffersize < 128) { buffersize = 1024; } if (specs.rate < AUD_RATE_8000) { specs.rate = AUD_RATE_48000; } if (specs.format <= AUD_FORMAT_INVALID) { specs.format = AUD_FORMAT_S16; } if (specs.channels <= AUD_CHANNELS_INVALID) { specs.channels = AUD_CHANNELS_STEREO; } if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender"))) { sound_device = AUD_init("Null", specs, buffersize, "Blender"); } BKE_sound_init_main(bmain); } void BKE_sound_init_main(Main *bmain) { # ifdef WITH_JACK if (sound_device) { AUD_setSynchronizerCallback(sound_sync_callback, bmain); } # else UNUSED_VARS(bmain); # endif } void BKE_sound_exit(void) { AUD_exit(sound_device); sound_device = NULL; } void BKE_sound_exit_once(void) { AUD_exit(sound_device); sound_device = NULL; AUD_exitOnce(); if (audio_device_names != NULL) { int i; for (i = 0; audio_device_names[i]; i++) { free(audio_device_names[i]); } free(audio_device_names); audio_device_names = NULL; } } /* XXX unused currently */ # if 0 bSound *BKE_sound_new_buffer(Main *bmain, bSound *source) { bSound *sound = NULL; char name[MAX_ID_NAME + 5]; strcpy(name, "buf_"); strcpy(name + 4, source->id.name); sound = BKE_libblock_alloc(bmain, ID_SO, name); sound->child_sound = source; sound->type = SOUND_TYPE_BUFFER; sound_load(bmain, sound); return sound; } bSound *BKE_sound_new_limiter(Main *bmain, bSound *source, float start, float end) { bSound *sound = NULL; char name[MAX_ID_NAME + 5]; strcpy(name, "lim_"); strcpy(name + 4, source->id.name); sound = BKE_libblock_alloc(bmain, ID_SO, name); sound->child_sound = source; sound->start = start; sound->end = end; sound->type = SOUND_TYPE_LIMITER; sound_load(bmain, sound); return sound; } # endif void BKE_sound_cache(bSound *sound) { sound_verify_evaluated_id(&sound->id); if (sound->cache) { AUD_Sound_free(sound->cache); } sound->cache = AUD_Sound_cache(sound->handle); if (sound->cache) { sound->playback_handle = sound->cache; } else { sound->playback_handle = sound->handle; } } void BKE_sound_delete_cache(bSound *sound) { if (sound->cache) { AUD_Sound_free(sound->cache); sound->cache = NULL; sound->playback_handle = sound->handle; } } static void sound_load_audio(Main *bmain, bSound *sound, bool free_waveform) { if (sound->cache) { AUD_Sound_free(sound->cache); sound->cache = NULL; } if (sound->handle) { AUD_Sound_free(sound->handle); sound->handle = NULL; sound->playback_handle = NULL; } if (free_waveform) { BKE_sound_free_waveform(sound); } /* XXX unused currently */ # if 0 switch (sound->type) { case SOUND_TYPE_FILE: # endif { char fullpath[FILE_MAX]; /* load sound */ PackedFile *pf = sound->packedfile; /* don't modify soundact->sound->name, only change a copy */ BLI_strncpy(fullpath, sound->name, sizeof(fullpath)); BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id)); /* but we need a packed file then */ if (pf) { sound->handle = AUD_Sound_bufferFile((unsigned char *)pf->data, pf->size); } else { /* or else load it from disk */ sound->handle = AUD_Sound_file(fullpath); } } /* XXX unused currently */ # if 0 break; } case SOUND_TYPE_BUFFER: if (sound->child_sound && sound->child_sound->handle) { sound->handle = AUD_bufferSound(sound->child_sound->handle); } break; case SOUND_TYPE_LIMITER: if (sound->child_sound && sound->child_sound->handle) { sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end); } break; } # endif if (sound->flags & SOUND_FLAGS_MONO) { void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO); AUD_Sound_free(sound->handle); sound->handle = handle; } if (sound->flags & SOUND_FLAGS_CACHING) { sound->cache = AUD_Sound_cache(sound->handle); } if (sound->cache) { sound->playback_handle = sound->cache; } else { sound->playback_handle = sound->handle; } } void BKE_sound_load(Main *bmain, bSound *sound) { sound_verify_evaluated_id(&sound->id); sound_load_audio(bmain, sound, true); } AUD_Device *BKE_sound_mixdown(const Scene *scene, AUD_DeviceSpecs specs, int start, float volume) { sound_verify_evaluated_id(&scene->id); return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS); } void BKE_sound_create_scene(Scene *scene) { sound_verify_evaluated_id(&scene->id); /* should be done in version patch, but this gets called before */ if (scene->r.frs_sec_base == 0) { scene->r.frs_sec_base = 1; } scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE); AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound); AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor); AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model); scene->playback_handle = NULL; scene->sound_scrub_handle = NULL; scene->speaker_handles = NULL; } void BKE_sound_destroy_scene(Scene *scene) { if (scene->playback_handle) { AUD_Handle_stop(scene->playback_handle); } if (scene->sound_scrub_handle) { AUD_Handle_stop(scene->sound_scrub_handle); } if (scene->speaker_handles) { void *handle; while ((handle = AUD_getSet(scene->speaker_handles))) { AUD_Sequence_remove(scene->sound_scene, handle); } AUD_destroySet(scene->speaker_handles); } if (scene->sound_scene) { AUD_Sequence_free(scene->sound_scene); } } void BKE_sound_lock() { AUD_Device_lock(sound_device); } void BKE_sound_unlock() { AUD_Device_unlock(sound_device); } void BKE_sound_reset_scene_specs(Scene *scene) { sound_verify_evaluated_id(&scene->id); if (scene->sound_scene) { AUD_Specs specs; specs.channels = AUD_Device_getChannels(sound_device); specs.rate = AUD_Device_getRate(sound_device); AUD_Sequence_setSpecs(scene->sound_scene, specs); } } void BKE_sound_mute_scene(Scene *scene, int muted) { sound_verify_evaluated_id(&scene->id); if (scene->sound_scene) { AUD_Sequence_setMuted(scene->sound_scene, muted); } } void BKE_sound_update_fps(Main *bmain, Scene *scene) { sound_verify_evaluated_id(&scene->id); if (scene->sound_scene) { AUD_Sequence_setFPS(scene->sound_scene, FPS); } BKE_sequencer_refresh_sound_length(bmain, scene); } void BKE_sound_update_scene_listener(Scene *scene) { sound_verify_evaluated_id(&scene->id); AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound); AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor); AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model); } void *BKE_sound_scene_add_scene_sound( Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip) { sound_verify_evaluated_id(&scene->id); if (sequence->scene && scene != sequence->scene) { const double fps = FPS; return AUD_Sequence_add(scene->sound_scene, sequence->scene->sound_scene, startframe / fps, endframe / fps, frameskip / fps); } return NULL; } void *BKE_sound_scene_add_scene_sound_defaults(Scene *scene, Sequence *sequence) { return BKE_sound_scene_add_scene_sound(scene, sequence, sequence->startdisp, sequence->enddisp, sequence->startofs + sequence->anim_startofs); } void *BKE_sound_add_scene_sound( Scene *scene, Sequence *sequence, int startframe, int endframe, int frameskip) { sound_verify_evaluated_id(&scene->id); /* Happens when sequence's sound data-block was removed. */ if (sequence->sound == NULL) { return NULL; } 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); 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; } void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence) { return BKE_sound_add_scene_sound(scene, sequence, sequence->startdisp, sequence->enddisp, sequence->startofs + sequence->anim_startofs); } void BKE_sound_remove_scene_sound(Scene *scene, void *handle) { AUD_Sequence_remove(scene->sound_scene, handle); } void BKE_sound_mute_scene_sound(void *handle, char mute) { AUD_SequenceEntry_setMuted(handle, mute); } void BKE_sound_move_scene_sound( Scene *scene, void *handle, int startframe, int endframe, int frameskip) { sound_verify_evaluated_id(&scene->id); const double fps = FPS; AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps); } void BKE_sound_move_scene_sound_defaults(Scene *scene, Sequence *sequence) { sound_verify_evaluated_id(&scene->id); if (sequence->scene_sound) { BKE_sound_move_scene_sound(scene, sequence->scene_sound, sequence->startdisp, sequence->enddisp, sequence->startofs + sequence->anim_startofs); } } void BKE_sound_update_scene_sound(void *handle, bSound *sound) { AUD_SequenceEntry_setSound(handle, sound->playback_handle); } void BKE_sound_set_cfra(int cfra) { sound_cfra = cfra; } void BKE_sound_set_scene_volume(Scene *scene, float volume) { sound_verify_evaluated_id(&scene->id); if (scene->sound_scene == NULL) { return; } AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume, (scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0); } void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated) { AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated); } void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated) { AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated); } void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated) { AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated); } void BKE_sound_update_sequencer(Main *main, bSound *sound) { BLI_assert(!"is not supposed to be used, is weird function."); Scene *scene; for (scene = main->scenes.first; scene; scene = scene->id.next) { BKE_sequencer_update_sound(scene, sound); } } static void sound_start_play_scene(Scene *scene) { sound_verify_evaluated_id(&scene->id); if (scene->playback_handle) { AUD_Handle_stop(scene->playback_handle); } BKE_sound_reset_scene_specs(scene); if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1))) { AUD_Handle_setLoopCount(scene->playback_handle, -1); } } void BKE_sound_play_scene(Scene *scene) { sound_verify_evaluated_id(&scene->id); AUD_Status status; const float cur_time = (float)((double)CFRA / FPS); AUD_Device_lock(sound_device); status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID; if (status == AUD_STATUS_INVALID) { sound_start_play_scene(scene); if (!scene->playback_handle) { AUD_Device_unlock(sound_device); return; } } if (status != AUD_STATUS_PLAYING) { AUD_Handle_setPosition(scene->playback_handle, cur_time); AUD_Handle_resume(scene->playback_handle); } if (scene->audio.flag & AUDIO_SYNC) { AUD_playSynchronizer(); } AUD_Device_unlock(sound_device); } void BKE_sound_stop_scene(Scene *scene) { if (scene->playback_handle) { AUD_Handle_pause(scene->playback_handle); if (scene->audio.flag & AUDIO_SYNC) { AUD_stopSynchronizer(); } } } void BKE_sound_seek_scene(Main *bmain, Scene *scene) { sound_verify_evaluated_id(&scene->id); AUD_Status status; bScreen *screen; int animation_playing; const float one_frame = (float)(1.0 / FPS); const float cur_time = (float)((double)CFRA / FPS); AUD_Device_lock(sound_device); status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID; if (status == AUD_STATUS_INVALID) { sound_start_play_scene(scene); if (!scene->playback_handle) { AUD_Device_unlock(sound_device); return; } AUD_Handle_pause(scene->playback_handle); } animation_playing = 0; for (screen = bmain->screens.first; screen; screen = screen->id.next) { if (screen->animtimer) { animation_playing = 1; break; } } if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) { AUD_Handle_setPosition(scene->playback_handle, cur_time); if (scene->audio.flag & AUDIO_SYNC) { AUD_seekSynchronizer(scene->playback_handle, cur_time); } AUD_Handle_resume(scene->playback_handle); if (scene->sound_scrub_handle && AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) { AUD_Handle_setPosition(scene->sound_scrub_handle, 0); } else { if (scene->sound_scrub_handle) { AUD_Handle_stop(scene->sound_scrub_handle); } scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame); } } else { if (scene->audio.flag & AUDIO_SYNC) { AUD_seekSynchronizer(scene->playback_handle, cur_time); } else { if (status == AUD_STATUS_PLAYING) { AUD_Handle_setPosition(scene->playback_handle, cur_time); } } } AUD_Device_unlock(sound_device); } float BKE_sound_sync_scene(Scene *scene) { sound_verify_evaluated_id(&scene->id); // Ugly: Blender doesn't like it when the animation is played back during rendering if (G.is_rendering) { return NAN_FLT; } if (scene->playback_handle) { if (scene->audio.flag & AUDIO_SYNC) { return AUD_getSynchronizerPosition(scene->playback_handle); } else { return AUD_Handle_getPosition(scene->playback_handle); } } return NAN_FLT; } int BKE_sound_scene_playing(Scene *scene) { sound_verify_evaluated_id(&scene->id); // Ugly: Blender doesn't like it when the animation is played back during rendering if (G.is_rendering) { return -1; } // in case of a "Null" audio device, we have no playback information if (AUD_Device_getRate(sound_device) == AUD_RATE_INVALID) { return -1; } if (scene->audio.flag & AUDIO_SYNC) { return AUD_isSynchronizerPlaying(); } else { return -1; } } void BKE_sound_free_waveform(bSound *sound) { if ((sound->tags & SOUND_TAGS_WAVEFORM_NO_RELOAD) == 0) { SoundWaveform *waveform = sound->waveform; if (waveform) { if (waveform->data) { MEM_freeN(waveform->data); } MEM_freeN(waveform); } sound->waveform = NULL; } /* This tag is only valid once. */ sound->tags &= ~SOUND_TAGS_WAVEFORM_NO_RELOAD; } void BKE_sound_read_waveform(Main *bmain, bSound *sound, short *stop) { bool need_close_audio_handles = false; if (sound->playback_handle == NULL) { /* TODO(sergey): Make it fully independent audio handle. */ sound_load_audio(bmain, sound, true); need_close_audio_handles = true; } AUD_SoundInfo info = AUD_getInfo(sound->playback_handle); SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform"); if (info.length > 0) { int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND; waveform->data = MEM_mallocN(length * sizeof(float) * 3, "SoundWaveform.samples"); waveform->length = AUD_readSound( sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, stop); } else { /* Create an empty waveform here if the sound couldn't be * read. This indicates that reading the waveform is "done", * whereas just setting sound->waveform to NULL causes other * code to think the waveform still needs to be created. */ waveform->data = NULL; waveform->length = 0; } if (*stop) { if (waveform->data) { MEM_freeN(waveform->data); } MEM_freeN(waveform); BLI_spin_lock(sound->spinlock); sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING; BLI_spin_unlock(sound->spinlock); return; } BKE_sound_free_waveform(sound); BLI_spin_lock(sound->spinlock); sound->waveform = waveform; sound->tags &= ~SOUND_TAGS_WAVEFORM_LOADING; BLI_spin_unlock(sound->spinlock); if (need_close_audio_handles) { sound_free_audio(sound); } } static void sound_update_base(Scene *scene, Object *object, void *new_set) { NlaTrack *track; NlaStrip *strip; Speaker *speaker; float quat[4]; sound_verify_evaluated_id(&scene->id); sound_verify_evaluated_id(&object->id); if ((object->type != OB_SPEAKER) || !object->adt) { return; } for (track = object->adt->nla_tracks.first; track; track = track->next) { for (strip = track->strips.first; strip; strip = strip->next) { if (strip->type != NLASTRIP_TYPE_SOUND) { continue; } speaker = (Speaker *)object->data; if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) { if (speaker->sound) { AUD_SequenceEntry_move(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0); } else { AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle); strip->speaker_handle = NULL; } } else { if (speaker->sound) { strip->speaker_handle = AUD_Sequence_add(scene->sound_scene, speaker->sound->playback_handle, (double)strip->start / FPS, FLT_MAX, 0); AUD_SequenceEntry_setRelative(strip->speaker_handle, 0); } } if (strip->speaker_handle) { const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED)); AUD_addSet(new_set, strip->speaker_handle); AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max); AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min); AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max); AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference); AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation); AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer); AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner); AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer); mat4_to_quat(quat, object->obmat); AUD_SequenceEntry_setAnimationData( strip->speaker_handle, AUD_AP_LOCATION, CFRA, object->obmat[3], 1); AUD_SequenceEntry_setAnimationData( strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1); AUD_SequenceEntry_setAnimationData( strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1); AUD_SequenceEntry_setAnimationData( strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1); AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle); AUD_SequenceEntry_setMuted(strip->speaker_handle, mute); } } } } void BKE_sound_update_scene(Depsgraph *depsgraph, Scene *scene) { sound_verify_evaluated_id(&scene->id); void *new_set = AUD_createSet(); void *handle; float quat[4]; /* cheap test to skip looping over all objects (no speakers is a common case) */ if (DEG_id_type_any_exists(depsgraph, ID_SPK)) { DEG_OBJECT_ITER_BEGIN (depsgraph, object, (DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET)) { sound_update_base(scene, object, new_set); } DEG_OBJECT_ITER_END; } while ((handle = AUD_getSet(scene->speaker_handles))) { AUD_Sequence_remove(scene->sound_scene, handle); } if (scene->camera) { mat4_to_quat(quat, scene->camera->obmat); AUD_Sequence_setAnimationData( scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1); AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1); } AUD_destroySet(scene->speaker_handles); scene->speaker_handles = new_set; } void *BKE_sound_get_factory(void *sound) { return ((bSound *)sound)->playback_handle; } float BKE_sound_get_length(Main *bmain, bSound *sound) { if (sound->playback_handle != NULL) { AUD_SoundInfo info = AUD_getInfo(sound->playback_handle); return info.length; } SoundInfo info; if (!BKE_sound_info_get(bmain, sound, &info)) { return 0.0f; } return info.length; } char **BKE_sound_get_device_names(void) { if (audio_device_names == NULL) { audio_device_names = AUD_getDeviceNames(); } return audio_device_names; } static bool sound_info_from_playback_handle(void *playback_handle, SoundInfo *sound_info) { if (playback_handle == NULL) { return false; } AUD_SoundInfo info = AUD_getInfo(playback_handle); sound_info->specs.channels = (eSoundChannels)info.specs.channels; sound_info->length = info.length; return true; } bool BKE_sound_info_get(struct Main *main, struct bSound *sound, SoundInfo *sound_info) { if (sound->playback_handle != NULL) { return sound_info_from_playback_handle(sound->playback_handle, sound_info); } /* TODO(sergey): Make it fully independent audio handle. */ /* Don't free waveforms during non-destructive queries. * This causes unnecessary recalculation - see T69921 */ sound_load_audio(main, sound, false); const bool result = sound_info_from_playback_handle(sound->playback_handle, sound_info); sound_free_audio(sound); return result; } #else /* WITH_AUDASPACE */ # include "BLI_utildefines.h" void BKE_sound_force_device(const char *UNUSED(device)) { } void BKE_sound_init_once(void) { } void BKE_sound_init(Main *UNUSED(bmain)) { } void BKE_sound_exit(void) { } void BKE_sound_exit_once(void) { } void BKE_sound_cache(bSound *UNUSED(sound)) { } void BKE_sound_delete_cache(bSound *UNUSED(sound)) { } void BKE_sound_load(Main *UNUSED(bmain), bSound *UNUSED(sound)) { } void BKE_sound_create_scene(Scene *UNUSED(scene)) { } void BKE_sound_destroy_scene(Scene *UNUSED(scene)) { } void BKE_sound_lock(void) { } void BKE_sound_unlock(void) { } void BKE_sound_reset_scene_specs(Scene *UNUSED(scene)) { } void BKE_sound_mute_scene(Scene *UNUSED(scene), int UNUSED(muted)) { } void *BKE_sound_scene_add_scene_sound(Scene *UNUSED(scene), Sequence *UNUSED(sequence), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; } void *BKE_sound_scene_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence)) { return NULL; } void *BKE_sound_add_scene_sound(Scene *UNUSED(scene), Sequence *UNUSED(sequence), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; } void *BKE_sound_add_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence)) { return NULL; } void BKE_sound_remove_scene_sound(Scene *UNUSED(scene), void *UNUSED(handle)) { } void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute)) { } void BKE_sound_move_scene_sound(Scene *UNUSED(scene), void *UNUSED(handle), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { } void BKE_sound_move_scene_sound_defaults(Scene *UNUSED(scene), Sequence *UNUSED(sequence)) { } void BKE_sound_play_scene(Scene *UNUSED(scene)) { } void BKE_sound_stop_scene(Scene *UNUSED(scene)) { } void BKE_sound_seek_scene(Main *UNUSED(bmain), Scene *UNUSED(scene)) { } float BKE_sound_sync_scene(Scene *UNUSED(scene)) { return NAN_FLT; } int BKE_sound_scene_playing(Scene *UNUSED(scene)) { return -1; } void BKE_sound_read_waveform(Main *bmain, bSound *sound, short *stop) { UNUSED_VARS(sound, stop, bmain); } void BKE_sound_init_main(Main *UNUSED(bmain)) { } void BKE_sound_set_cfra(int UNUSED(cfra)) { } void BKE_sound_update_sequencer(Main *UNUSED(main), bSound *UNUSED(sound)) { } void BKE_sound_update_scene(Depsgraph *UNUSED(depsgraph), Scene *UNUSED(scene)) { } void BKE_sound_update_scene_sound(void *UNUSED(handle), bSound *UNUSED(sound)) { } void BKE_sound_update_scene_listener(Scene *UNUSED(scene)) { } void BKE_sound_update_fps(Main *UNUSED(bmain), Scene *UNUSED(scene)) { } void BKE_sound_set_scene_sound_volume(void *UNUSED(handle), float UNUSED(volume), char UNUSED(animated)) { } void BKE_sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated)) { } void BKE_sound_set_scene_volume(Scene *UNUSED(scene), float UNUSED(volume)) { } void BKE_sound_set_scene_sound_pitch(void *UNUSED(handle), float UNUSED(pitch), char UNUSED(animated)) { } float BKE_sound_get_length(struct Main *UNUSED(bmain), bSound *UNUSED(sound)) { return 0; } char **BKE_sound_get_device_names(void) { static char *names[1] = {NULL}; return names; } void BKE_sound_free_waveform(bSound *UNUSED(sound)) { } bool BKE_sound_info_get(struct Main *UNUSED(main), struct bSound *UNUSED(sound), SoundInfo *UNUSED(sound_info)) { return false; } #endif /* WITH_AUDASPACE */ void BKE_sound_reset_scene_runtime(Scene *scene) { scene->sound_scene = NULL; scene->playback_handle = NULL; scene->sound_scrub_handle = NULL; scene->speaker_handles = NULL; } void BKE_sound_ensure_scene(struct Scene *scene) { if (scene->sound_scene != NULL) { return; } BKE_sound_create_scene(scene); } void BKE_sound_reset_runtime(bSound *sound) { sound->cache = NULL; sound->playback_handle = NULL; } void BKE_sound_ensure_loaded(Main *bmain, bSound *sound) { if (sound->cache != NULL) { return; } BKE_sound_load(bmain, sound); } void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback) { #if defined(WITH_AUDASPACE) && defined(WITH_JACK) sound_jack_sync_callback = callback; #else UNUSED_VARS(callback); #endif } void BKE_sound_jack_scene_update(Scene *scene, int mode, float time) { sound_verify_evaluated_id(&scene->id); /* Ugly: Blender doesn't like it when the animation is played back during rendering. */ if (G.is_rendering) { return; } if (mode) { BKE_sound_play_scene(scene); } else { BKE_sound_stop_scene(scene); } #ifdef WITH_AUDASPACE if (scene->playback_handle != NULL) { AUD_Handle_setPosition(scene->playback_handle, time); } #else UNUSED_VARS(time); #endif } void BKE_sound_evaluate(Depsgraph *depsgraph, Main *bmain, bSound *sound) { DEG_debug_print_eval(depsgraph, __func__, sound->id.name, sound); if (sound->id.recalc & ID_RECALC_AUDIO) { BKE_sound_load(bmain, sound); return; } BKE_sound_ensure_loaded(bmain, sound); }