[Bf-blender-cvs] [9ddbb03861f] master: Fix T74111: Animation Playback Delayed With Time Remapping And AV-Sync
Sebastian Parborg
noreply at git.blender.org
Mon Apr 6 13:57:14 CEST 2020
Commit: 9ddbb03861fbfb36a83c1eb3fe2fb0feb455d0bd
Author: Sebastian Parborg
Date: Mon Apr 6 13:53:07 2020 +0200
Branches: master
https://developer.blender.org/rB9ddbb03861fbfb36a83c1eb3fe2fb0feb455d0bd
Fix T74111: Animation Playback Delayed With Time Remapping And AV-Sync
When setting the current playback time in BKE_sound_play_scene we didn't
account for the frame length. So the current frame/time would be wrong
when we asked the audio playback what time it was.
This would lead to playback being offset when using time remapping and
AV sync.
Reviewed By: Richard Antalik and Sybren A. Stüvel
Differential Revision: http://developer.blender.org/D7248
===================================================================
M source/blender/blenkernel/intern/sound.c
===================================================================
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index 97a643e88b6..c26df027368 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -751,12 +751,20 @@ static void sound_start_play_scene(Scene *scene)
}
}
+static float get_cur_time(Scene *scene)
+{
+ /* We divide by the current framelen to take into account time remapping.
+ * Otherwise we will get the wrong starting time which will break A/V sync.
+ * See T74111 for further details. */
+ return FRA2TIME((CFRA + SUBFRA) / scene->r.framelen);
+}
+
void BKE_sound_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
- const float cur_time = (float)((double)CFRA / FPS);
+ const float cur_time = get_cur_time(scene);
AUD_Device_lock(sound_device);
@@ -804,7 +812,7 @@ void BKE_sound_seek_scene(Main *bmain, Scene *scene)
int animation_playing;
const float one_frame = (float)(1.0 / FPS);
- const float cur_time = (float)((double)CFRA / FPS);
+ const float cur_time = get_cur_time(scene);
AUD_Device_lock(sound_device);
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