[Bf-blender-cvs] [3cb3167278a] master: Simplify sound property handling
Richard Antalik
noreply at git.blender.org
Tue Mar 8 13:22:44 CET 2022
Commit: 3cb3167278a7f9d488b66a7fc591aea8288408e9
Author: Richard Antalik
Date: Tue Mar 8 13:15:41 2022 +0100
Branches: master
https://developer.blender.org/rB3cb3167278a7f9d488b66a7fc591aea8288408e9
Simplify sound property handling
Sound properties like volume, pitch and muting are handled in
`BKE_sound_add_scene_sound()`. This is unnecessary, because in
properties are then set to real values in `SEQ_edit_update_muting()` and
`seq_update_seq_cb()`.
Alternatively, it may be better to remove all other updates leave them
in `BKE_sound_add_scene_sound()`. But I want to add muting per channel,
whhich is easier and probably cleaner to do with function
`SEQ_edit_update_muting()`.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D14269
===================================================================
M source/blender/blenkernel/intern/sound.c
===================================================================
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index fd9735ff07f..8b72fd05057 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -727,16 +727,11 @@ void *BKE_sound_add_scene_sound(
}
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 + sequence->sound->offset_time);
- 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;
+ return AUD_Sequence_add(scene->sound_scene,
+ sequence->sound->playback_handle,
+ startframe / fps,
+ endframe / fps,
+ frameskip / fps + sequence->sound->offset_time);
}
void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
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