OpenGL: manage built-in shaders better
[blender.git] / source / blender / blenkernel / intern / sound.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19  * All rights reserved.
20  *
21  * The Original Code is: all of this file.
22  *
23  * Contributor(s): none yet.
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/blenkernel/intern/sound.c
29  *  \ingroup bke
30  */
31
32 #include <string.h>
33 #include <stdlib.h>
34
35 #include "MEM_guardedalloc.h"
36
37 #include "BLI_blenlib.h"
38 #include "BLI_math.h"
39 #include "BLI_threads.h"
40
41 #include "DNA_anim_types.h"
42 #include "DNA_object_types.h"
43 #include "DNA_scene_types.h"
44 #include "DNA_sequence_types.h"
45 #include "DNA_packedFile_types.h"
46 #include "DNA_screen_types.h"
47 #include "DNA_sound_types.h"
48 #include "DNA_speaker_types.h"
49
50 #ifdef WITH_AUDASPACE
51 #  include AUD_SOUND_H
52 #  include AUD_SEQUENCE_H
53 #  include AUD_HANDLE_H
54 #  include AUD_SPECIAL_H
55 #  ifdef WITH_SYSTEM_AUDASPACE
56 #    include "../../../intern/audaspace/intern/AUD_Set.h"
57 #  endif
58 #endif
59
60 #include "BKE_global.h"
61 #include "BKE_main.h"
62 #include "BKE_sound.h"
63 #include "BKE_library.h"
64 #include "BKE_packedFile.h"
65 #include "BKE_sequencer.h"
66 #include "BKE_scene.h"
67
68 #ifdef WITH_AUDASPACE
69 /* evil globals ;-) */
70 static int sound_cfra;
71 static char **audio_device_names = NULL;
72 #endif
73
74 bSound *BKE_sound_new_file(struct Main *bmain, const char *filepath)
75 {
76         bSound *sound;
77         const char *path;
78         char str[FILE_MAX];
79
80         BLI_strncpy(str, filepath, sizeof(str));
81
82         path = /*bmain ? bmain->name :*/ G.main->name;
83
84         BLI_path_abs(str, path);
85
86         sound = BKE_libblock_alloc(bmain, ID_SO, BLI_path_basename(filepath));
87         BLI_strncpy(sound->name, filepath, FILE_MAX);
88         /* sound->type = SOUND_TYPE_FILE; */ /* XXX unused currently */
89
90         BKE_sound_load(bmain, sound);
91
92         return sound;
93 }
94
95 bSound *BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, bool *r_exists)
96 {
97         bSound *sound;
98         char str[FILE_MAX], strtest[FILE_MAX];
99
100         BLI_strncpy(str, filepath, sizeof(str));
101         BLI_path_abs(str, bmain->name);
102
103         /* first search an identical filepath */
104         for (sound = bmain->sound.first; sound; sound = sound->id.next) {
105                 BLI_strncpy(strtest, sound->name, sizeof(sound->name));
106                 BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id));
107
108                 if (BLI_path_cmp(strtest, str) == 0) {
109                         id_us_plus(&sound->id);  /* officially should not, it doesn't link here! */
110                         if (r_exists)
111                                 *r_exists = true;
112                         return sound;
113                 }
114         }
115
116         if (r_exists)
117                 *r_exists = false;
118         return BKE_sound_new_file(bmain, filepath);
119 }
120
121 bSound *BKE_sound_new_file_exists(struct Main *bmain, const char *filepath)
122 {
123         return BKE_sound_new_file_exists_ex(bmain, filepath, NULL);
124 }
125
126 /** Free (or release) any data used by this sound (does not free the sound itself). */
127 void BKE_sound_free(bSound *sound)
128 {
129         /* No animdata here. */
130
131         if (sound->packedfile) {
132                 freePackedFile(sound->packedfile);
133                 sound->packedfile = NULL;
134         }
135
136 #ifdef WITH_AUDASPACE
137         if (sound->handle) {
138                 AUD_Sound_free(sound->handle);
139                 sound->handle = NULL;
140                 sound->playback_handle = NULL;
141         }
142
143         if (sound->cache) {
144                 AUD_Sound_free(sound->cache);
145                 sound->cache = NULL;
146         }
147
148         BKE_sound_free_waveform(sound);
149         
150         if (sound->spinlock) {
151                 BLI_spin_end(sound->spinlock);
152                 MEM_freeN(sound->spinlock);
153                 sound->spinlock = NULL;
154         }       
155 #endif  /* WITH_AUDASPACE */
156 }
157
158 void BKE_sound_make_local(Main *bmain, bSound *sound, const bool lib_local)
159 {
160         BKE_id_make_local_generic(bmain, &sound->id, true, lib_local);
161 }
162
163 #ifdef WITH_AUDASPACE
164
165 static const char *force_device = NULL;
166
167 #ifdef WITH_JACK
168 static void sound_sync_callback(void *data, int mode, float time)
169 {
170         struct Main *bmain = (struct Main *)data;
171         struct Scene *scene;
172
173         scene = bmain->scene.first;
174         while (scene) {
175                 if (scene->audio.flag & AUDIO_SYNC) {
176                         if (mode)
177                                 BKE_sound_play_scene(scene);
178                         else
179                                 BKE_sound_stop_scene(scene);
180                         if (scene->playback_handle)
181                                 AUD_Handle_setPosition(scene->playback_handle, time);
182                 }
183                 scene = scene->id.next;
184         }
185 }
186 #endif
187
188 void BKE_sound_force_device(const char *device)
189 {
190         force_device = device;
191 }
192
193 void BKE_sound_init_once(void)
194 {
195         AUD_initOnce();
196         atexit(BKE_sound_exit_once);
197 }
198
199 static AUD_Device *sound_device;
200
201 void *BKE_sound_get_device(void)
202 {
203         return sound_device;
204 }
205
206 void BKE_sound_init(struct Main *bmain)
207 {
208         AUD_DeviceSpecs specs;
209         int device, buffersize;
210         const char *device_name;
211
212         device = U.audiodevice;
213         buffersize = U.mixbufsize;
214         specs.channels = U.audiochannels;
215         specs.format = U.audioformat;
216         specs.rate = U.audiorate;
217
218         if (force_device == NULL) {
219                 int i;
220                 char **names = BKE_sound_get_device_names();
221                 device_name = names[0];
222
223                 /* make sure device is within the bounds of the array */
224                 for (i = 0; names[i]; i++) {
225                         if (i == device) {
226                                 device_name = names[i];
227                         }
228                 }
229         }
230         else
231                 device_name = force_device;
232
233         if (buffersize < 128)
234                 buffersize = 1024;
235
236         if (specs.rate < AUD_RATE_8000)
237                 specs.rate = AUD_RATE_48000;
238
239         if (specs.format <= AUD_FORMAT_INVALID)
240                 specs.format = AUD_FORMAT_S16;
241
242         if (specs.channels <= AUD_CHANNELS_INVALID)
243                 specs.channels = AUD_CHANNELS_STEREO;
244
245         if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender")))
246                 sound_device = AUD_init("Null", specs, buffersize, "Blender");
247
248         BKE_sound_init_main(bmain);
249 }
250
251 void BKE_sound_init_main(struct Main *bmain)
252 {
253 #ifdef WITH_JACK
254         AUD_setSynchronizerCallback(sound_sync_callback, bmain);
255 #else
256         (void)bmain; /* unused */
257 #endif
258 }
259
260 void BKE_sound_exit(void)
261 {
262         AUD_exit(sound_device);
263         sound_device = NULL;
264 }
265
266 void BKE_sound_exit_once(void)
267 {
268         AUD_exit(sound_device);
269         sound_device = NULL;
270         AUD_exitOnce();
271
272 #ifdef WITH_SYSTEM_AUDASPACE
273         if (audio_device_names != NULL) {
274                 int i;
275                 for (i = 0; audio_device_names[i]; i++) {
276                         free(audio_device_names[i]);
277                 }
278                 free(audio_device_names);
279                 audio_device_names = NULL;
280         }
281 #endif
282 }
283
284 /* XXX unused currently */
285 #if 0
286 bSound *BKE_sound_new_buffer(struct Main *bmain, bSound *source)
287 {
288         bSound *sound = NULL;
289
290         char name[MAX_ID_NAME + 5];
291         strcpy(name, "buf_");
292         strcpy(name + 4, source->id.name);
293
294         sound = BKE_libblock_alloc(bmain, ID_SO, name);
295
296         sound->child_sound = source;
297         sound->type = SOUND_TYPE_BUFFER;
298
299         sound_load(bmain, sound);
300
301         return sound;
302 }
303
304 bSound *BKE_sound_new_limiter(struct Main *bmain, bSound *source, float start, float end)
305 {
306         bSound *sound = NULL;
307
308         char name[MAX_ID_NAME + 5];
309         strcpy(name, "lim_");
310         strcpy(name + 4, source->id.name);
311
312         sound = BKE_libblock_alloc(bmain, ID_SO, name);
313
314         sound->child_sound = source;
315         sound->start = start;
316         sound->end = end;
317         sound->type = SOUND_TYPE_LIMITER;
318
319         sound_load(bmain, sound);
320
321         return sound;
322 }
323 #endif
324
325 void BKE_sound_cache(bSound *sound)
326 {
327         sound->flags |= SOUND_FLAGS_CACHING;
328         if (sound->cache)
329                 AUD_Sound_free(sound->cache);
330
331         sound->cache = AUD_Sound_cache(sound->handle);
332         if (sound->cache)
333                 sound->playback_handle = sound->cache;
334         else
335                 sound->playback_handle = sound->handle;
336 }
337
338 void BKE_sound_delete_cache(bSound *sound)
339 {
340         sound->flags &= ~SOUND_FLAGS_CACHING;
341         if (sound->cache) {
342                 AUD_Sound_free(sound->cache);
343                 sound->cache = NULL;
344                 sound->playback_handle = sound->handle;
345         }
346 }
347
348 void BKE_sound_load(struct Main *bmain, bSound *sound)
349 {
350         if (sound) {
351                 if (sound->cache) {
352                         AUD_Sound_free(sound->cache);
353                         sound->cache = NULL;
354                 }
355
356                 if (sound->handle) {
357                         AUD_Sound_free(sound->handle);
358                         sound->handle = NULL;
359                         sound->playback_handle = NULL;
360                 }
361
362                 BKE_sound_free_waveform(sound);
363
364 /* XXX unused currently */
365 #if 0
366                 switch (sound->type)
367                 {
368                         case SOUND_TYPE_FILE:
369 #endif
370                 {
371                         char fullpath[FILE_MAX];
372
373                         /* load sound */
374                         PackedFile *pf = sound->packedfile;
375
376                         /* don't modify soundact->sound->name, only change a copy */
377                         BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
378                         BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
379
380                         /* but we need a packed file then */
381                         if (pf)
382                                 sound->handle = AUD_Sound_bufferFile((unsigned char *) pf->data, pf->size);
383                         /* or else load it from disk */
384                         else
385                                 sound->handle = AUD_Sound_file(fullpath);
386                 }
387 /* XXX unused currently */
388 #if 0
389                         break;
390                 }
391                 case SOUND_TYPE_BUFFER:
392                         if (sound->child_sound && sound->child_sound->handle)
393                                 sound->handle = AUD_bufferSound(sound->child_sound->handle);
394                         break;
395                 case SOUND_TYPE_LIMITER:
396                         if (sound->child_sound && sound->child_sound->handle)
397                                 sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end);
398                         break;
399         }
400 #endif
401                 if (sound->flags & SOUND_FLAGS_MONO) {
402                         void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
403                         AUD_Sound_free(sound->handle);
404                         sound->handle = handle;
405                 }
406
407                 if (sound->flags & SOUND_FLAGS_CACHING) {
408                         sound->cache = AUD_Sound_cache(sound->handle);
409                 }
410
411                 if (sound->cache)
412                         sound->playback_handle = sound->cache;
413                 else
414                         sound->playback_handle = sound->handle;
415
416                 BKE_sound_update_sequencer(bmain, sound);
417         }
418 }
419
420 AUD_Device *BKE_sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
421 {
422         return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
423 }
424
425 void BKE_sound_create_scene(struct Scene *scene)
426 {
427         /* should be done in version patch, but this gets called before */
428         if (scene->r.frs_sec_base == 0)
429                 scene->r.frs_sec_base = 1;
430
431         scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
432         AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
433         AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
434         AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
435         scene->playback_handle = NULL;
436         scene->sound_scrub_handle = NULL;
437         scene->speaker_handles = NULL;
438 }
439
440 void BKE_sound_destroy_scene(struct Scene *scene)
441 {
442         if (scene->playback_handle)
443                 AUD_Handle_stop(scene->playback_handle);
444         if (scene->sound_scrub_handle)
445                 AUD_Handle_stop(scene->sound_scrub_handle);
446         if (scene->sound_scene)
447                 AUD_Sequence_free(scene->sound_scene);
448         if (scene->speaker_handles)
449                 AUD_destroySet(scene->speaker_handles);
450 }
451
452 void BKE_sound_mute_scene(struct Scene *scene, int muted)
453 {
454         if (scene->sound_scene)
455                 AUD_Sequence_setMuted(scene->sound_scene, muted);
456 }
457
458 void BKE_sound_update_fps(struct Scene *scene)
459 {
460         if (scene->sound_scene)
461                 AUD_Sequence_setFPS(scene->sound_scene, FPS);
462
463         BKE_sequencer_refresh_sound_length(scene);
464 }
465
466 void BKE_sound_update_scene_listener(struct Scene *scene)
467 {
468         AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
469         AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
470         AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
471 }
472
473 void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence,
474                                   int startframe, int endframe, int frameskip)
475 {
476         if (scene != sequence->scene) {
477                 const double fps = FPS;
478                 return AUD_Sequence_add(scene->sound_scene, sequence->scene->sound_scene,
479                                        startframe / fps, endframe / fps, frameskip / fps);
480         }
481         return NULL;
482 }
483
484 void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
485 {
486         return BKE_sound_scene_add_scene_sound(scene, sequence,
487                                            sequence->startdisp, sequence->enddisp,
488                                            sequence->startofs + sequence->anim_startofs);
489 }
490
491 void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
492 {
493         const double fps = FPS;
494         void *handle = AUD_Sequence_add(scene->sound_scene, sequence->sound->playback_handle,
495                                        startframe / fps, endframe / fps, frameskip / fps);
496         AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
497         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
498         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
499         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
500         return handle;
501 }
502
503 void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
504 {
505         return BKE_sound_add_scene_sound(scene, sequence,
506                                      sequence->startdisp, sequence->enddisp,
507                                      sequence->startofs + sequence->anim_startofs);
508 }
509
510 void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle)
511 {
512         AUD_Sequence_remove(scene->sound_scene, handle);
513 }
514
515 void BKE_sound_mute_scene_sound(void *handle, char mute)
516 {
517         AUD_SequenceEntry_setMuted(handle, mute);
518 }
519
520 void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip)
521 {
522         const double fps = FPS;
523         AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps);
524 }
525
526 void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
527 {
528         if (sequence->scene_sound) {
529                 BKE_sound_move_scene_sound(scene, sequence->scene_sound,
530                                        sequence->startdisp, sequence->enddisp,
531                                        sequence->startofs + sequence->anim_startofs);
532         }
533 }
534
535 void BKE_sound_update_scene_sound(void *handle, bSound *sound)
536 {
537         AUD_SequenceEntry_setSound(handle, sound->playback_handle);
538 }
539
540 void BKE_sound_set_cfra(int cfra)
541 {
542         sound_cfra = cfra;
543 }
544
545 void BKE_sound_set_scene_volume(struct Scene *scene, float volume)
546 {
547         AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume,
548                                  (scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
549 }
550
551 void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
552 {
553         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
554 }
555
556 void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
557 {
558         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
559 }
560
561 void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
562 {
563         printf("%s\n", __func__);
564         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
565 }
566
567 void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
568 {
569         struct Scene *scene;
570
571         for (scene = main->scene.first; scene; scene = scene->id.next) {
572                 BKE_sequencer_update_sound(scene, sound);
573         }
574 }
575
576 static void sound_start_play_scene(struct Scene *scene)
577 {
578         AUD_Specs specs;
579
580         if (scene->playback_handle)
581                 AUD_Handle_stop(scene->playback_handle);
582
583         specs.channels = AUD_Device_getChannels(sound_device);
584         specs.rate = AUD_Device_getRate(sound_device);
585
586         AUD_Sequence_setSpecs(scene->sound_scene, specs);
587
588         if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1)))
589                 AUD_Handle_setLoopCount(scene->playback_handle, -1);
590 }
591
592 void BKE_sound_play_scene(struct Scene *scene)
593 {
594         AUD_Status status;
595         const float cur_time = (float)((double)CFRA / FPS);
596
597         AUD_Device_lock(sound_device);
598
599         status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
600
601         if (status == AUD_STATUS_INVALID) {
602                 sound_start_play_scene(scene);
603
604                 if (!scene->playback_handle) {
605                         AUD_Device_unlock(sound_device);
606                         return;
607                 }
608         }
609
610         if (status != AUD_STATUS_PLAYING) {
611                 AUD_Handle_setPosition(scene->playback_handle, cur_time);
612                 AUD_Handle_resume(scene->playback_handle);
613         }
614
615         if (scene->audio.flag & AUDIO_SYNC)
616                 AUD_playSynchronizer();
617
618         AUD_Device_unlock(sound_device);
619 }
620
621 void BKE_sound_stop_scene(struct Scene *scene)
622 {
623         if (scene->playback_handle) {
624                 AUD_Handle_pause(scene->playback_handle);
625
626                 if (scene->audio.flag & AUDIO_SYNC)
627                         AUD_stopSynchronizer();
628         }
629 }
630
631 void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
632 {
633         AUD_Status status;
634         bScreen *screen;
635         int animation_playing;
636
637         const float one_frame = (float)(1.0 / FPS);
638         const float cur_time = (float)((double)CFRA / FPS);
639
640         AUD_Device_lock(sound_device);
641
642         status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
643
644         if (status == AUD_STATUS_INVALID) {
645                 sound_start_play_scene(scene);
646
647                 if (!scene->playback_handle) {
648                         AUD_Device_unlock(sound_device);
649                         return;
650                 }
651
652                 AUD_Handle_pause(scene->playback_handle);
653         }
654
655         animation_playing = 0;
656         for (screen = bmain->screen.first; screen; screen = screen->id.next) {
657                 if (screen->animtimer) {
658                         animation_playing = 1;
659                         break;
660                 }
661         }
662
663         if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
664                 AUD_Handle_setPosition(scene->playback_handle, cur_time);
665                 if (scene->audio.flag & AUDIO_SYNC) {
666                         AUD_seekSynchronizer(scene->playback_handle, cur_time);
667                 }
668                 AUD_Handle_resume(scene->playback_handle);
669                 if (scene->sound_scrub_handle && AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
670                         AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
671                 }
672                 else {
673                         if (scene->sound_scrub_handle) {
674                                 AUD_Handle_stop(scene->sound_scrub_handle);
675                         }
676                         scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
677                 }
678         }
679         else {
680                 if (scene->audio.flag & AUDIO_SYNC) {
681                         AUD_seekSynchronizer(scene->playback_handle, cur_time);
682                 }
683                 else {
684                         if (status == AUD_STATUS_PLAYING) {
685                                 AUD_Handle_setPosition(scene->playback_handle, cur_time);
686                         }
687                 }
688         }
689
690         AUD_Device_unlock(sound_device);
691 }
692
693 float BKE_sound_sync_scene(struct Scene *scene)
694 {
695         if (scene->playback_handle) {
696                 if (scene->audio.flag & AUDIO_SYNC)
697                         return AUD_getSynchronizerPosition(scene->playback_handle);
698                 else
699                         return AUD_Handle_getPosition(scene->playback_handle);
700         }
701         return NAN_FLT;
702 }
703
704 int BKE_sound_scene_playing(struct Scene *scene)
705 {
706         if (scene->audio.flag & AUDIO_SYNC)
707                 return AUD_isSynchronizerPlaying();
708         else
709                 return -1;
710 }
711
712 void BKE_sound_free_waveform(bSound *sound)
713 {
714         SoundWaveform *waveform = sound->waveform;
715         if (waveform) {
716                 if (waveform->data) {
717                         MEM_freeN(waveform->data);
718                 }
719                 MEM_freeN(waveform);
720         }
721
722         sound->waveform = NULL;
723 }
724
725 void BKE_sound_read_waveform(bSound *sound, short *stop)
726 {
727         AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
728         SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform");
729
730         if (info.length > 0) {
731                 int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
732                 
733                 waveform->data = MEM_mallocN(length * sizeof(float) * 3, "SoundWaveform.samples");
734                 waveform->length = AUD_readSound(sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, stop);
735         }
736         else {
737                 /* Create an empty waveform here if the sound couldn't be
738                  * read. This indicates that reading the waveform is "done",
739                  * whereas just setting sound->waveform to NULL causes other
740                  * code to think the waveform still needs to be created. */
741                 waveform->data = NULL;
742                 waveform->length = 0;
743         }
744
745         if (*stop) {
746                 if (waveform->data) {
747                         MEM_freeN(waveform->data);
748                 }
749                 MEM_freeN(waveform);
750                 BLI_spin_lock(sound->spinlock);
751                 sound->flags &= ~SOUND_FLAGS_WAVEFORM_LOADING;
752                 BLI_spin_unlock(sound->spinlock);
753                 return;
754         }
755                 
756         BKE_sound_free_waveform(sound);
757         
758         BLI_spin_lock(sound->spinlock);
759         sound->waveform = waveform;
760         sound->flags &= ~SOUND_FLAGS_WAVEFORM_LOADING;
761         BLI_spin_unlock(sound->spinlock);
762 }
763
764 void BKE_sound_update_scene(Main *bmain, struct Scene *scene)
765 {
766         Object *ob;
767         Base *base;
768         NlaTrack *track;
769         NlaStrip *strip;
770         Speaker *speaker;
771         Scene *sce_it;
772
773         void *new_set = AUD_createSet();
774         void *handle;
775         float quat[4];
776
777         /* cheap test to skip looping over all objects (no speakers is a common case) */
778         if (!BLI_listbase_is_empty(&bmain->speaker)) {
779                 for (SETLOOPER(scene, sce_it, base)) {
780                         ob = base->object;
781                         if ((ob->type != OB_SPEAKER) || !ob->adt) {
782                                 continue;
783                         }
784                         for (track = ob->adt->nla_tracks.first; track; track = track->next) {
785                                 for (strip = track->strips.first; strip; strip = strip->next) {
786                                         if (strip->type != NLASTRIP_TYPE_SOUND) {
787                                                 continue;
788                                         }
789                                         speaker = (Speaker *)ob->data;
790
791                                         if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) {
792                                                 if (speaker->sound) {
793                                                         AUD_SequenceEntry_move(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
794                                                 }
795                                                 else {
796                                                         AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle);
797                                                         strip->speaker_handle = NULL;
798                                                 }
799                                         }
800                                         else {
801                                                 if (speaker->sound) {
802                                                         strip->speaker_handle = AUD_Sequence_add(scene->sound_scene,
803                                                                                                 speaker->sound->playback_handle,
804                                                                                                 (double)strip->start / FPS, FLT_MAX, 0);
805                                                         AUD_SequenceEntry_setRelative(strip->speaker_handle, 0);
806                                                 }
807                                         }
808
809                                         if (strip->speaker_handle) {
810                                                 const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED));
811                                                 AUD_addSet(new_set, strip->speaker_handle);
812                                                 AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max);
813                                                 AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min);
814                                                 AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max);
815                                                 AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference);
816                                                 AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation);
817                                                 AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer);
818                                                 AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner);
819                                                 AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer);
820
821                                                 mat4_to_quat(quat, ob->obmat);
822                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1);
823                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
824                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
825                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
826                                                 AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle);
827                                                 AUD_SequenceEntry_setMuted(strip->speaker_handle, mute);
828                                         }
829                                 }
830                         }
831                 }
832         }
833
834         while ((handle = AUD_getSet(scene->speaker_handles))) {
835                 AUD_Sequence_remove(scene->sound_scene, handle);
836         }
837
838         if (scene->camera) {
839                 mat4_to_quat(quat, scene->camera->obmat);
840                 AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
841                 AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
842         }
843
844         AUD_destroySet(scene->speaker_handles);
845         scene->speaker_handles = new_set;
846 }
847
848 void *BKE_sound_get_factory(void *sound)
849 {
850         return ((bSound *)sound)->playback_handle;
851 }
852
853 /* stupid wrapper because AUD_C-API.h includes Python.h which makesrna doesn't like */
854 float BKE_sound_get_length(bSound *sound)
855 {
856         AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
857
858         return info.length;
859 }
860
861 char **BKE_sound_get_device_names(void)
862 {
863         if (audio_device_names == NULL) {
864 #ifdef WITH_SYSTEM_AUDASPACE
865                 audio_device_names = AUD_getDeviceNames();
866 #else
867                 static const char *names[] = {
868                         "Null", "SDL", "OpenAL", "JACK", NULL
869                 };
870                 audio_device_names = (char **)names;
871 #endif
872         }
873
874         return audio_device_names;
875 }
876
877 bool BKE_sound_is_jack_supported(void)
878 {
879 #ifdef WITH_SYSTEM_AUDASPACE
880         return 1;
881 #else
882         return (bool)AUD_isJackSupported();
883 #endif
884 }
885
886 #else  /* WITH_AUDASPACE */
887
888 #include "BLI_utildefines.h"
889
890 void BKE_sound_force_device(const char *UNUSED(device)) {}
891 void BKE_sound_init_once(void) {}
892 void BKE_sound_init(struct Main *UNUSED(bmain)) {}
893 void BKE_sound_exit(void) {}
894 void BKE_sound_exit_once(void) {}
895 void BKE_sound_cache(struct bSound *UNUSED(sound)) {}
896 void BKE_sound_delete_cache(struct bSound *UNUSED(sound)) {}
897 void BKE_sound_load(struct Main *UNUSED(bmain), struct bSound *UNUSED(sound)) {}
898 void BKE_sound_create_scene(struct Scene *UNUSED(scene)) {}
899 void BKE_sound_destroy_scene(struct Scene *UNUSED(scene)) {}
900 void BKE_sound_mute_scene(struct Scene *UNUSED(scene), int UNUSED(muted)) {}
901 void *BKE_sound_scene_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence),
902                                       int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
903 void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *UNUSED(scene),
904                                               struct Sequence *UNUSED(sequence)) { return NULL; }
905 void *BKE_sound_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence), int UNUSED(startframe),
906                                 int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
907 void *BKE_sound_add_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) { return NULL; }
908 void BKE_sound_remove_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle)) {}
909 void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute)) {}
910 void BKE_sound_move_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle), int UNUSED(startframe),
911                                 int UNUSED(endframe), int UNUSED(frameskip)) {}
912 void BKE_sound_move_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) {}
913 void BKE_sound_play_scene(struct Scene *UNUSED(scene)) {}
914 void BKE_sound_stop_scene(struct Scene *UNUSED(scene)) {}
915 void BKE_sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
916 float BKE_sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; }
917 int BKE_sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
918 void BKE_sound_read_waveform(struct bSound *sound, short *stop) { UNUSED_VARS(sound, stop); }
919 void BKE_sound_init_main(struct Main *UNUSED(bmain)) {}
920 void BKE_sound_set_cfra(int UNUSED(cfra)) {}
921 void BKE_sound_update_sequencer(struct Main *UNUSED(main), struct bSound *UNUSED(sound)) {}
922 void BKE_sound_update_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
923 void BKE_sound_update_scene_sound(void *UNUSED(handle), struct bSound *UNUSED(sound)) {}
924 void BKE_sound_update_scene_listener(struct Scene *UNUSED(scene)) {}
925 void BKE_sound_update_fps(struct Scene *UNUSED(scene)) {}
926 void BKE_sound_set_scene_sound_volume(void *UNUSED(handle), float UNUSED(volume), char UNUSED(animated)) {}
927 void BKE_sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated)) {}
928 void BKE_sound_set_scene_volume(struct Scene *UNUSED(scene), float UNUSED(volume)) {}
929 void BKE_sound_set_scene_sound_pitch(void *UNUSED(handle), float UNUSED(pitch), char UNUSED(animated)) {}
930 float BKE_sound_get_length(struct bSound *UNUSED(sound)) { return 0; }
931 bool BKE_sound_is_jack_supported(void) { return false; }
932 #endif  /* WITH_AUDASPACE */