/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/sound.c * \ingroup bke */ #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "DNA_anim_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_sequence_types.h" #include "DNA_packedFile_types.h" #include "DNA_screen_types.h" #include "DNA_sound_types.h" #include "DNA_speaker_types.h" #ifdef WITH_AUDASPACE # include "AUD_C-API.h" #endif #include "BKE_utildefines.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_sound.h" #include "BKE_context.h" #include "BKE_library.h" #include "BKE_packedFile.h" #include "BKE_animsys.h" #include "BKE_sequencer.h" #include "BKE_scene.h" // evil quiet NaN definition static const int NAN_INT = 0x7FC00000; #define NAN_FLT *((float *)(&NAN_INT)) #ifdef WITH_AUDASPACE // evil global ;-) static int sound_cfra; #endif bSound *sound_new_file(struct Main *bmain, const char *filename) { bSound *sound = NULL; char str[FILE_MAX]; char *path; size_t len; BLI_strncpy(str, filename, sizeof(str)); path = /*bmain ? bmain->name :*/ G.main->name; BLI_path_abs(str, path); len = strlen(filename); while (len > 0 && filename[len - 1] != '/' && filename[len - 1] != '\\') len--; sound = BKE_libblock_alloc(&bmain->sound, ID_SO, filename + len); BLI_strncpy(sound->name, filename, FILE_MAX); // XXX unused currently sound->type = SOUND_TYPE_FILE; sound_load(bmain, sound); if (!sound->playback_handle) { BKE_libblock_free(&bmain->sound, sound); sound = NULL; } return sound; } void BKE_sound_free(bSound *sound) { if (sound->packedfile) { freePackedFile(sound->packedfile); sound->packedfile = NULL; } #ifdef WITH_AUDASPACE if (sound->handle) { AUD_unload(sound->handle); sound->handle = NULL; sound->playback_handle = NULL; } if (sound->cache) { AUD_unload(sound->cache); sound->cache = NULL; } sound_free_waveform(sound); #endif // WITH_AUDASPACE } #ifdef WITH_AUDASPACE static int force_device = -1; #ifdef WITH_JACK static void sound_sync_callback(void *data, int mode, float time) { struct Main *bmain = (struct Main *)data; struct Scene *scene; scene = bmain->scene.first; while (scene) { if (scene->audio.flag & AUDIO_SYNC) { if (mode) sound_play_scene(scene); else sound_stop_scene(scene); if (scene->sound_scene_handle) AUD_seek(scene->sound_scene_handle, time); } scene = scene->id.next; } } #endif int sound_define_from_str(const char *str) { if (BLI_strcaseeq(str, "NULL")) return AUD_NULL_DEVICE; if (BLI_strcaseeq(str, "SDL")) return AUD_SDL_DEVICE; if (BLI_strcaseeq(str, "OPENAL")) return AUD_OPENAL_DEVICE; if (BLI_strcaseeq(str, "JACK")) return AUD_JACK_DEVICE; return -1; } void sound_force_device(int device) { force_device = device; } void sound_init_once(void) { AUD_initOnce(); atexit(sound_exit); } void sound_init(struct Main *bmain) { AUD_DeviceSpecs specs; int device, buffersize; device = U.audiodevice; buffersize = U.mixbufsize; specs.channels = U.audiochannels; specs.format = U.audioformat; specs.rate = U.audiorate; if (force_device >= 0) device = force_device; if (buffersize < 128) buffersize = AUD_DEFAULT_BUFFER_SIZE; if (specs.rate < AUD_RATE_8000) specs.rate = AUD_RATE_44100; if (specs.format <= AUD_FORMAT_INVALID) specs.format = AUD_FORMAT_S16; if (specs.channels <= AUD_CHANNELS_INVALID) specs.channels = AUD_CHANNELS_STEREO; if (!AUD_init(device, specs, buffersize)) AUD_init(AUD_NULL_DEVICE, specs, buffersize); sound_init_main(bmain); } void sound_init_main(struct Main *bmain) { #ifdef WITH_JACK AUD_setSyncCallback(sound_sync_callback, bmain); #else (void)bmain; /* unused */ #endif } void sound_exit(void) { AUD_exit(); } // XXX unused currently #if 0 bSound *sound_new_buffer(struct 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->sound, ID_SO, name); sound->child_sound = source; sound->type = SOUND_TYPE_BUFFER; sound_load(bmain, sound); if (!sound->playback_handle) { BKE_libblock_free(&bmain->sound, sound); sound = NULL; } return sound; } bSound *sound_new_limiter(struct 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->sound, ID_SO, name); sound->child_sound = source; sound->start = start; sound->end = end; sound->type = SOUND_TYPE_LIMITER; sound_load(bmain, sound); if (!sound->playback_handle) { BKE_libblock_free(&bmain->sound, sound); sound = NULL; } return sound; } #endif void sound_delete(struct Main *bmain, bSound *sound) { if (sound) { BKE_sound_free(sound); BKE_libblock_free(&bmain->sound, sound); } } void sound_cache(bSound *sound) { sound->flags |= SOUND_FLAGS_CACHING; if (sound->cache) AUD_unload(sound->cache); sound->cache = AUD_bufferSound(sound->handle); if (sound->cache) sound->playback_handle = sound->cache; else sound->playback_handle = sound->handle; } void sound_cache_notifying(struct Main *main, bSound *sound) { sound_cache(sound); sound_update_sequencer(main, sound); } void sound_delete_cache(bSound *sound) { sound->flags &= ~SOUND_FLAGS_CACHING; if (sound->cache) { AUD_unload(sound->cache); sound->cache = NULL; sound->playback_handle = sound->handle; } } void sound_load(struct Main *bmain, bSound *sound) { if (sound) { if (sound->cache) { AUD_unload(sound->cache); sound->cache = NULL; } if (sound->handle) { AUD_unload(sound->handle); sound->handle = NULL; sound->playback_handle = NULL; } 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_loadBuffer((unsigned char *) pf->data, pf->size); /* or else load it from disk */ else sound->handle = AUD_load(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_monoSound(sound->handle); AUD_unload(sound->handle); sound->handle = handle; } if (sound->flags & SOUND_FLAGS_CACHING) { sound->cache = AUD_bufferSound(sound->handle); } if (sound->cache) sound->playback_handle = sound->cache; else sound->playback_handle = sound->handle; sound_update_sequencer(bmain, sound); } } AUD_Device *sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume) { return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS); } void sound_create_scene(struct Scene *scene) { /* 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_createSequencer(FPS, scene->audio.flag & AUDIO_MUTE); AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound, scene->audio.doppler_factor, scene->audio.distance_model); scene->sound_scene_handle = NULL; scene->sound_scrub_handle = NULL; scene->speaker_handles = NULL; } void sound_destroy_scene(struct Scene *scene) { if (scene->sound_scene_handle) AUD_stop(scene->sound_scene_handle); if (scene->sound_scrub_handle) AUD_stop(scene->sound_scrub_handle); if (scene->sound_scene) AUD_destroySequencer(scene->sound_scene); if (scene->speaker_handles) AUD_destroySet(scene->speaker_handles); } void sound_mute_scene(struct Scene *scene, int muted) { if (scene->sound_scene) AUD_setSequencerMuted(scene->sound_scene, muted); } void sound_update_fps(struct Scene *scene) { if (scene->sound_scene) AUD_setSequencerFPS(scene->sound_scene, FPS); } void sound_update_scene_listener(struct Scene *scene) { AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound, scene->audio.doppler_factor, scene->audio.distance_model); } void *sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip) { if (scene != sequence->scene) return AUD_addSequence(scene->sound_scene, sequence->scene->sound_scene, startframe / FPS, endframe / FPS, frameskip / FPS); return NULL; } void *sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence) { return sound_scene_add_scene_sound(scene, sequence, sequence->startdisp, sequence->enddisp, sequence->startofs + sequence->anim_startofs); } void *sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip) { void *handle = AUD_addSequence(scene->sound_scene, sequence->sound->playback_handle, startframe / FPS, endframe / FPS, frameskip / FPS); AUD_muteSequence(handle, (sequence->flag & SEQ_MUTE) != 0); AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0); AUD_setSequenceAnimData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0); AUD_setSequenceAnimData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0); return handle; } void *sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence) { return sound_add_scene_sound(scene, sequence, sequence->startdisp, sequence->enddisp, sequence->startofs + sequence->anim_startofs); } void sound_remove_scene_sound(struct Scene *scene, void *handle) { AUD_removeSequence(scene->sound_scene, handle); } void sound_mute_scene_sound(void *handle, char mute) { AUD_muteSequence(handle, mute); } void sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip) { AUD_moveSequence(handle, startframe / FPS, endframe / FPS, frameskip / FPS); } void sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence) { if (sequence->scene_sound) { sound_move_scene_sound(scene, sequence->scene_sound, sequence->startdisp, sequence->enddisp, sequence->startofs + sequence->anim_startofs); } } void sound_update_scene_sound(void *handle, bSound *sound) { AUD_updateSequenceSound(handle, sound->playback_handle); } void sound_set_cfra(int cfra) { sound_cfra = cfra; } void sound_set_scene_volume(struct Scene *scene, float volume) { AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume, (scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0); } void sound_set_scene_sound_volume(void *handle, float volume, char animated) { AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated); } void sound_set_scene_sound_pitch(void *handle, float pitch, char animated) { AUD_setSequenceAnimData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated); } void sound_set_scene_sound_pan(void *handle, float pan, char animated) { AUD_setSequenceAnimData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated); } void sound_update_sequencer(struct Main *main, bSound *sound) { struct Scene *scene; for (scene = main->scene.first; scene; scene = scene->id.next) { BKE_sequencer_update_sound(scene, sound); } } static void sound_start_play_scene(struct Scene *scene) { if (scene->sound_scene_handle) AUD_stop(scene->sound_scene_handle); AUD_setSequencerDeviceSpecs(scene->sound_scene); if ((scene->sound_scene_handle = AUD_play(scene->sound_scene, 1))) AUD_setLoop(scene->sound_scene_handle, -1); } void sound_play_scene(struct Scene *scene) { AUD_Status status; AUD_lock(); status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID; if (status == AUD_STATUS_INVALID) sound_start_play_scene(scene); if (!scene->sound_scene_handle) { AUD_unlock(); return; } if (status != AUD_STATUS_PLAYING) { AUD_seek(scene->sound_scene_handle, CFRA / FPS); AUD_resume(scene->sound_scene_handle); } if (scene->audio.flag & AUDIO_SYNC) AUD_startPlayback(); AUD_unlock(); } void sound_stop_scene(struct Scene *scene) { if (scene->sound_scene_handle) { AUD_pause(scene->sound_scene_handle); if (scene->audio.flag & AUDIO_SYNC) AUD_stopPlayback(); } } void sound_seek_scene(struct Main *bmain, struct Scene *scene) { AUD_Status status; bScreen *screen; int animation_playing; AUD_lock(); status = scene->sound_scene_handle ? AUD_getStatus(scene->sound_scene_handle) : AUD_STATUS_INVALID; if (status == AUD_STATUS_INVALID) { sound_start_play_scene(scene); if (!scene->sound_scene_handle) { AUD_unlock(); return; } AUD_pause(scene->sound_scene_handle); } animation_playing = 0; for (screen = bmain->screen.first; screen; screen = screen->id.next) { if (screen->animtimer) { animation_playing = 1; } } if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) { if (scene->audio.flag & AUDIO_SYNC) { AUD_seek(scene->sound_scene_handle, CFRA / FPS); AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS); } else AUD_seek(scene->sound_scene_handle, CFRA / FPS); AUD_resume(scene->sound_scene_handle); if (scene->sound_scrub_handle && AUD_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) AUD_seek(scene->sound_scrub_handle, 0); else { if (scene->sound_scrub_handle) AUD_stop(scene->sound_scrub_handle); scene->sound_scrub_handle = AUD_pauseAfter(scene->sound_scene_handle, 1 / FPS); } } else { if (scene->audio.flag & AUDIO_SYNC) AUD_seekSequencer(scene->sound_scene_handle, CFRA / FPS); else { if (status == AUD_STATUS_PLAYING) AUD_seek(scene->sound_scene_handle, CFRA / FPS); } } AUD_unlock(); } float sound_sync_scene(struct Scene *scene) { if (scene->sound_scene_handle) { if (scene->audio.flag & AUDIO_SYNC) return AUD_getSequencerPosition(scene->sound_scene_handle); else return AUD_getPosition(scene->sound_scene_handle); } return NAN_FLT; } int sound_scene_playing(struct Scene *scene) { if (scene->audio.flag & AUDIO_SYNC) return AUD_doesPlayback(); else return -1; } void sound_free_waveform(bSound *sound) { if (sound->waveform) { MEM_freeN(((SoundWaveform *)sound->waveform)->data); MEM_freeN(sound->waveform); } sound->waveform = NULL; } void sound_read_waveform(bSound *sound) { AUD_SoundInfo info; info = AUD_getInfo(sound->playback_handle); if (info.length > 0) { SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform"); 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); sound_free_waveform(sound); sound->waveform = waveform; } } void sound_update_scene(struct Scene *scene) { Object *ob; Base *base; NlaTrack *track; NlaStrip *strip; Speaker *speaker; Scene *sce_it; void *new_set = AUD_createSet(); void *handle; float quat[4]; for (SETLOOPER(scene, sce_it, base)) { ob = base->object; if (ob->type == OB_SPEAKER) { if (ob->adt) { for (track = ob->adt->nla_tracks.first; track; track = track->next) { for (strip = track->strips.first; strip; strip = strip->next) { if (strip->type == NLASTRIP_TYPE_SOUND) { speaker = (Speaker *)ob->data; if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) { if (speaker->sound) AUD_moveSequence(strip->speaker_handle, strip->start / FPS, -1, 0); else { AUD_removeSequence(scene->sound_scene, strip->speaker_handle); strip->speaker_handle = NULL; } } else { if (speaker->sound) { strip->speaker_handle = AUD_addSequence(scene->sound_scene, speaker->sound->playback_handle, strip->start / FPS, -1, 0); AUD_setRelativeSequence(strip->speaker_handle, 0); } } if (strip->speaker_handle) { AUD_addSet(new_set, strip->speaker_handle); AUD_updateSequenceData(strip->speaker_handle, speaker->volume_max, speaker->volume_min, speaker->distance_max, speaker->distance_reference, speaker->attenuation, speaker->cone_angle_outer, speaker->cone_angle_inner, speaker->cone_volume_outer); mat4_to_quat(quat, ob->obmat); AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1); AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1); AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1); AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1); AUD_updateSequenceSound(strip->speaker_handle, speaker->sound->playback_handle); AUD_muteSequence(strip->speaker_handle, ((strip->flag & NLASTRIP_FLAG_MUTED) != 0) || ((speaker->flag & SPK_MUTED) != 0)); } } } } } } } while ((handle = AUD_getSet(scene->speaker_handles))) { AUD_removeSequence(scene->sound_scene, handle); } if (scene->camera) { mat4_to_quat(quat, scene->camera->obmat); AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1); AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1); } AUD_destroySet(scene->speaker_handles); scene->speaker_handles = new_set; } void *sound_get_factory(void *sound) { return ((bSound *) sound)->playback_handle; } /* stupid wrapper because AUD_C-API.h includes Python.h which makesrna doesn't like */ float sound_get_length(bSound *sound) { AUD_SoundInfo info = AUD_getInfo(sound->playback_handle); return info.length; } #else // WITH_AUDASPACE #include "BLI_utildefines.h" int sound_define_from_str(const char *UNUSED(str)) { return -1;} void sound_force_device(int UNUSED(device)) {} void sound_init_once(void) {} void sound_init(struct Main *UNUSED(bmain)) {} void sound_exit(void) {} void sound_cache(struct bSound* UNUSED(sound)) { } void sound_delete_cache(struct bSound* UNUSED(sound)) {} void sound_load(struct Main *UNUSED(bmain), struct bSound* UNUSED(sound)) {} void sound_create_scene(struct Scene *UNUSED(scene)) {} void sound_destroy_scene(struct Scene *UNUSED(scene)) {} void sound_mute_scene(struct Scene *UNUSED(scene), int UNUSED(muted)) {} void* sound_scene_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence* UNUSED(sequence), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; } void* sound_scene_add_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence* UNUSED(sequence)) { return NULL; } void* sound_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence* UNUSED(sequence), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; } void* sound_add_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence* UNUSED(sequence)) { return NULL; } void sound_remove_scene_sound(struct Scene *UNUSED(scene), void* UNUSED(handle)) {} void sound_mute_scene_sound(void* UNUSED(handle), char UNUSED(mute)) {} void sound_move_scene_sound(struct Scene *UNUSED(scene), void* UNUSED(handle), int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) {} void sound_move_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) {} void sound_play_scene(struct Scene *UNUSED(scene)) {} void sound_stop_scene(struct Scene *UNUSED(scene)) {} void sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {} float sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; } int sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; } int sound_read_sound_buffer(struct bSound* UNUSED(sound), float* UNUSED(buffer), int UNUSED(length), float UNUSED(start), float UNUSED(end)) { return 0; } void sound_read_waveform(struct bSound* sound) { (void)sound; } void sound_init_main(struct Main *bmain) { (void)bmain; } void sound_set_cfra(int cfra) { (void)cfra; } void sound_update_sequencer(struct Main* main, struct bSound* sound) { (void)main; (void)sound; } void sound_update_scene(struct Scene* scene) { (void)scene; } void sound_update_scene_sound(void* handle, struct bSound* sound) { (void)handle; (void)sound; } void sound_update_scene_listener(struct Scene *scene) { (void)scene; } void sound_update_fps(struct Scene *scene) { (void)scene; } void sound_set_scene_sound_volume(void* handle, float volume, char animated) { (void)handle; (void)volume; (void)animated; } void sound_set_scene_sound_pan(void* handle, float pan, char animated) { (void)handle; (void)pan; (void)animated; } void sound_set_scene_volume(struct Scene *scene, float volume) { (void)scene; (void)volume; } void sound_set_scene_sound_pitch(void* handle, float pitch, char animated) { (void)handle; (void)pitch; (void)animated; } float sound_get_length(struct bSound* sound) { (void)sound; return 0; } #endif // WITH_AUDASPACE