Merge branch 'master' into blender2.8
[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         // Ugly: Blender doesn't like it when the animation is played back during rendering
171         if (G.is_rendering)
172                 return;
173
174         struct Main *bmain = (struct Main *)data;
175         struct Scene *scene;
176
177         scene = bmain->scene.first;
178         while (scene) {
179                 if (scene->audio.flag & AUDIO_SYNC) {
180                         if (mode)
181                                 BKE_sound_play_scene(scene);
182                         else
183                                 BKE_sound_stop_scene(scene);
184                         if (scene->playback_handle)
185                                 AUD_Handle_setPosition(scene->playback_handle, time);
186                 }
187                 scene = scene->id.next;
188         }
189 }
190 #endif
191
192 void BKE_sound_force_device(const char *device)
193 {
194         force_device = device;
195 }
196
197 void BKE_sound_init_once(void)
198 {
199         AUD_initOnce();
200         atexit(BKE_sound_exit_once);
201 }
202
203 static AUD_Device *sound_device;
204
205 void *BKE_sound_get_device(void)
206 {
207         return sound_device;
208 }
209
210 void BKE_sound_init(struct Main *bmain)
211 {
212         AUD_DeviceSpecs specs;
213         int device, buffersize;
214         const char *device_name;
215
216         device = U.audiodevice;
217         buffersize = U.mixbufsize;
218         specs.channels = U.audiochannels;
219         specs.format = U.audioformat;
220         specs.rate = U.audiorate;
221
222         if (force_device == NULL) {
223                 int i;
224                 char **names = BKE_sound_get_device_names();
225                 device_name = names[0];
226
227                 /* make sure device is within the bounds of the array */
228                 for (i = 0; names[i]; i++) {
229                         if (i == device) {
230                                 device_name = names[i];
231                         }
232                 }
233         }
234         else
235                 device_name = force_device;
236
237         if (buffersize < 128)
238                 buffersize = 1024;
239
240         if (specs.rate < AUD_RATE_8000)
241                 specs.rate = AUD_RATE_48000;
242
243         if (specs.format <= AUD_FORMAT_INVALID)
244                 specs.format = AUD_FORMAT_S16;
245
246         if (specs.channels <= AUD_CHANNELS_INVALID)
247                 specs.channels = AUD_CHANNELS_STEREO;
248
249         if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender")))
250                 sound_device = AUD_init("Null", specs, buffersize, "Blender");
251
252         BKE_sound_init_main(bmain);
253 }
254
255 void BKE_sound_init_main(struct Main *bmain)
256 {
257 #ifdef WITH_JACK
258         if (sound_device)
259                 AUD_setSynchronizerCallback(sound_sync_callback, bmain);
260 #else
261         (void)bmain; /* unused */
262 #endif
263 }
264
265 void BKE_sound_exit(void)
266 {
267         AUD_exit(sound_device);
268         sound_device = NULL;
269 }
270
271 void BKE_sound_exit_once(void)
272 {
273         AUD_exit(sound_device);
274         sound_device = NULL;
275         AUD_exitOnce();
276
277 #ifdef WITH_SYSTEM_AUDASPACE
278         if (audio_device_names != NULL) {
279                 int i;
280                 for (i = 0; audio_device_names[i]; i++) {
281                         free(audio_device_names[i]);
282                 }
283                 free(audio_device_names);
284                 audio_device_names = NULL;
285         }
286 #endif
287 }
288
289 /* XXX unused currently */
290 #if 0
291 bSound *BKE_sound_new_buffer(struct Main *bmain, bSound *source)
292 {
293         bSound *sound = NULL;
294
295         char name[MAX_ID_NAME + 5];
296         strcpy(name, "buf_");
297         strcpy(name + 4, source->id.name);
298
299         sound = BKE_libblock_alloc(bmain, ID_SO, name);
300
301         sound->child_sound = source;
302         sound->type = SOUND_TYPE_BUFFER;
303
304         sound_load(bmain, sound);
305
306         return sound;
307 }
308
309 bSound *BKE_sound_new_limiter(struct Main *bmain, bSound *source, float start, float end)
310 {
311         bSound *sound = NULL;
312
313         char name[MAX_ID_NAME + 5];
314         strcpy(name, "lim_");
315         strcpy(name + 4, source->id.name);
316
317         sound = BKE_libblock_alloc(bmain, ID_SO, name);
318
319         sound->child_sound = source;
320         sound->start = start;
321         sound->end = end;
322         sound->type = SOUND_TYPE_LIMITER;
323
324         sound_load(bmain, sound);
325
326         return sound;
327 }
328 #endif
329
330 void BKE_sound_cache(bSound *sound)
331 {
332         sound->flags |= SOUND_FLAGS_CACHING;
333         if (sound->cache)
334                 AUD_Sound_free(sound->cache);
335
336         sound->cache = AUD_Sound_cache(sound->handle);
337         if (sound->cache)
338                 sound->playback_handle = sound->cache;
339         else
340                 sound->playback_handle = sound->handle;
341 }
342
343 void BKE_sound_delete_cache(bSound *sound)
344 {
345         sound->flags &= ~SOUND_FLAGS_CACHING;
346         if (sound->cache) {
347                 AUD_Sound_free(sound->cache);
348                 sound->cache = NULL;
349                 sound->playback_handle = sound->handle;
350         }
351 }
352
353 void BKE_sound_load(struct Main *bmain, bSound *sound)
354 {
355         if (sound) {
356                 if (sound->cache) {
357                         AUD_Sound_free(sound->cache);
358                         sound->cache = NULL;
359                 }
360
361                 if (sound->handle) {
362                         AUD_Sound_free(sound->handle);
363                         sound->handle = NULL;
364                         sound->playback_handle = NULL;
365                 }
366
367                 BKE_sound_free_waveform(sound);
368
369 /* XXX unused currently */
370 #if 0
371                 switch (sound->type)
372                 {
373                         case SOUND_TYPE_FILE:
374 #endif
375                 {
376                         char fullpath[FILE_MAX];
377
378                         /* load sound */
379                         PackedFile *pf = sound->packedfile;
380
381                         /* don't modify soundact->sound->name, only change a copy */
382                         BLI_strncpy(fullpath, sound->name, sizeof(fullpath));
383                         BLI_path_abs(fullpath, ID_BLEND_PATH(bmain, &sound->id));
384
385                         /* but we need a packed file then */
386                         if (pf)
387                                 sound->handle = AUD_Sound_bufferFile((unsigned char *) pf->data, pf->size);
388                         /* or else load it from disk */
389                         else
390                                 sound->handle = AUD_Sound_file(fullpath);
391                 }
392 /* XXX unused currently */
393 #if 0
394                         break;
395                 }
396                 case SOUND_TYPE_BUFFER:
397                         if (sound->child_sound && sound->child_sound->handle)
398                                 sound->handle = AUD_bufferSound(sound->child_sound->handle);
399                         break;
400                 case SOUND_TYPE_LIMITER:
401                         if (sound->child_sound && sound->child_sound->handle)
402                                 sound->handle = AUD_limitSound(sound->child_sound, sound->start, sound->end);
403                         break;
404         }
405 #endif
406                 if (sound->flags & SOUND_FLAGS_MONO) {
407                         void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
408                         AUD_Sound_free(sound->handle);
409                         sound->handle = handle;
410                 }
411
412                 if (sound->flags & SOUND_FLAGS_CACHING) {
413                         sound->cache = AUD_Sound_cache(sound->handle);
414                 }
415
416                 if (sound->cache)
417                         sound->playback_handle = sound->cache;
418                 else
419                         sound->playback_handle = sound->handle;
420
421                 BKE_sound_update_sequencer(bmain, sound);
422         }
423 }
424
425 AUD_Device *BKE_sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume)
426 {
427         return AUD_openMixdownDevice(specs, scene->sound_scene, volume, start / FPS);
428 }
429
430 void BKE_sound_create_scene(struct Scene *scene)
431 {
432         /* should be done in version patch, but this gets called before */
433         if (scene->r.frs_sec_base == 0)
434                 scene->r.frs_sec_base = 1;
435
436         scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
437         AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
438         AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
439         AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
440         scene->playback_handle = NULL;
441         scene->sound_scrub_handle = NULL;
442         scene->speaker_handles = NULL;
443 }
444
445 void BKE_sound_destroy_scene(struct Scene *scene)
446 {
447         if (scene->playback_handle)
448                 AUD_Handle_stop(scene->playback_handle);
449         if (scene->sound_scrub_handle)
450                 AUD_Handle_stop(scene->sound_scrub_handle);
451         if (scene->sound_scene)
452                 AUD_Sequence_free(scene->sound_scene);
453         if (scene->speaker_handles)
454                 AUD_destroySet(scene->speaker_handles);
455 }
456
457 void BKE_sound_mute_scene(struct Scene *scene, int muted)
458 {
459         if (scene->sound_scene)
460                 AUD_Sequence_setMuted(scene->sound_scene, muted);
461 }
462
463 void BKE_sound_update_fps(struct Scene *scene)
464 {
465         if (scene->sound_scene)
466                 AUD_Sequence_setFPS(scene->sound_scene, FPS);
467
468         BKE_sequencer_refresh_sound_length(scene);
469 }
470
471 void BKE_sound_update_scene_listener(struct Scene *scene)
472 {
473         AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
474         AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
475         AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
476 }
477
478 void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence,
479                                   int startframe, int endframe, int frameskip)
480 {
481         if (scene != sequence->scene) {
482                 const double fps = FPS;
483                 return AUD_Sequence_add(scene->sound_scene, sequence->scene->sound_scene,
484                                        startframe / fps, endframe / fps, frameskip / fps);
485         }
486         return NULL;
487 }
488
489 void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
490 {
491         return BKE_sound_scene_add_scene_sound(scene, sequence,
492                                            sequence->startdisp, sequence->enddisp,
493                                            sequence->startofs + sequence->anim_startofs);
494 }
495
496 void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
497 {
498         const double fps = FPS;
499         void *handle = AUD_Sequence_add(scene->sound_scene, sequence->sound->playback_handle,
500                                        startframe / fps, endframe / fps, frameskip / fps);
501         AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
502         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
503         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
504         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
505         return handle;
506 }
507
508 void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
509 {
510         return BKE_sound_add_scene_sound(scene, sequence,
511                                      sequence->startdisp, sequence->enddisp,
512                                      sequence->startofs + sequence->anim_startofs);
513 }
514
515 void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle)
516 {
517         AUD_Sequence_remove(scene->sound_scene, handle);
518 }
519
520 void BKE_sound_mute_scene_sound(void *handle, char mute)
521 {
522         AUD_SequenceEntry_setMuted(handle, mute);
523 }
524
525 void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip)
526 {
527         const double fps = FPS;
528         AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps);
529 }
530
531 void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
532 {
533         if (sequence->scene_sound) {
534                 BKE_sound_move_scene_sound(scene, sequence->scene_sound,
535                                        sequence->startdisp, sequence->enddisp,
536                                        sequence->startofs + sequence->anim_startofs);
537         }
538 }
539
540 void BKE_sound_update_scene_sound(void *handle, bSound *sound)
541 {
542         AUD_SequenceEntry_setSound(handle, sound->playback_handle);
543 }
544
545 void BKE_sound_set_cfra(int cfra)
546 {
547         sound_cfra = cfra;
548 }
549
550 void BKE_sound_set_scene_volume(struct Scene *scene, float volume)
551 {
552         AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume,
553                                  (scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
554 }
555
556 void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
557 {
558         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
559 }
560
561 void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
562 {
563         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
564 }
565
566 void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
567 {
568         printf("%s\n", __func__);
569         AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
570 }
571
572 void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
573 {
574         struct Scene *scene;
575
576         for (scene = main->scene.first; scene; scene = scene->id.next) {
577                 BKE_sequencer_update_sound(scene, sound);
578         }
579 }
580
581 static void sound_start_play_scene(struct Scene *scene)
582 {
583         AUD_Specs specs;
584
585         if (scene->playback_handle)
586                 AUD_Handle_stop(scene->playback_handle);
587
588         specs.channels = AUD_Device_getChannels(sound_device);
589         specs.rate = AUD_Device_getRate(sound_device);
590
591         AUD_Sequence_setSpecs(scene->sound_scene, specs);
592
593         if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1)))
594                 AUD_Handle_setLoopCount(scene->playback_handle, -1);
595 }
596
597 void BKE_sound_play_scene(struct Scene *scene)
598 {
599         AUD_Status status;
600         const float cur_time = (float)((double)CFRA / FPS);
601
602         AUD_Device_lock(sound_device);
603
604         status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
605
606         if (status == AUD_STATUS_INVALID) {
607                 sound_start_play_scene(scene);
608
609                 if (!scene->playback_handle) {
610                         AUD_Device_unlock(sound_device);
611                         return;
612                 }
613         }
614
615         if (status != AUD_STATUS_PLAYING) {
616                 AUD_Handle_setPosition(scene->playback_handle, cur_time);
617                 AUD_Handle_resume(scene->playback_handle);
618         }
619
620         if (scene->audio.flag & AUDIO_SYNC)
621                 AUD_playSynchronizer();
622
623         AUD_Device_unlock(sound_device);
624 }
625
626 void BKE_sound_stop_scene(struct Scene *scene)
627 {
628         if (scene->playback_handle) {
629                 AUD_Handle_pause(scene->playback_handle);
630
631                 if (scene->audio.flag & AUDIO_SYNC)
632                         AUD_stopSynchronizer();
633         }
634 }
635
636 void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
637 {
638         AUD_Status status;
639         bScreen *screen;
640         int animation_playing;
641
642         const float one_frame = (float)(1.0 / FPS);
643         const float cur_time = (float)((double)CFRA / FPS);
644
645         AUD_Device_lock(sound_device);
646
647         status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
648
649         if (status == AUD_STATUS_INVALID) {
650                 sound_start_play_scene(scene);
651
652                 if (!scene->playback_handle) {
653                         AUD_Device_unlock(sound_device);
654                         return;
655                 }
656
657                 AUD_Handle_pause(scene->playback_handle);
658         }
659
660         animation_playing = 0;
661         for (screen = bmain->screen.first; screen; screen = screen->id.next) {
662                 if (screen->animtimer) {
663                         animation_playing = 1;
664                         break;
665                 }
666         }
667
668         if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
669                 AUD_Handle_setPosition(scene->playback_handle, cur_time);
670                 if (scene->audio.flag & AUDIO_SYNC) {
671                         AUD_seekSynchronizer(scene->playback_handle, cur_time);
672                 }
673                 AUD_Handle_resume(scene->playback_handle);
674                 if (scene->sound_scrub_handle && AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
675                         AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
676                 }
677                 else {
678                         if (scene->sound_scrub_handle) {
679                                 AUD_Handle_stop(scene->sound_scrub_handle);
680                         }
681                         scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
682                 }
683         }
684         else {
685                 if (scene->audio.flag & AUDIO_SYNC) {
686                         AUD_seekSynchronizer(scene->playback_handle, cur_time);
687                 }
688                 else {
689                         if (status == AUD_STATUS_PLAYING) {
690                                 AUD_Handle_setPosition(scene->playback_handle, cur_time);
691                         }
692                 }
693         }
694
695         AUD_Device_unlock(sound_device);
696 }
697
698 float BKE_sound_sync_scene(struct Scene *scene)
699 {
700         // Ugly: Blender doesn't like it when the animation is played back during rendering
701         if (G.is_rendering)
702                 return NAN_FLT;
703
704         if (scene->playback_handle) {
705                 if (scene->audio.flag & AUDIO_SYNC)
706                         return AUD_getSynchronizerPosition(scene->playback_handle);
707                 else
708                         return AUD_Handle_getPosition(scene->playback_handle);
709         }
710         return NAN_FLT;
711 }
712
713 int BKE_sound_scene_playing(struct Scene *scene)
714 {
715         // Ugly: Blender doesn't like it when the animation is played back during rendering
716         if (G.is_rendering)
717                 return -1;
718
719         if (scene->audio.flag & AUDIO_SYNC)
720                 return AUD_isSynchronizerPlaying();
721         else
722                 return -1;
723 }
724
725 void BKE_sound_free_waveform(bSound *sound)
726 {
727         SoundWaveform *waveform = sound->waveform;
728         if (waveform) {
729                 if (waveform->data) {
730                         MEM_freeN(waveform->data);
731                 }
732                 MEM_freeN(waveform);
733         }
734
735         sound->waveform = NULL;
736 }
737
738 void BKE_sound_read_waveform(bSound *sound, short *stop)
739 {
740         AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
741         SoundWaveform *waveform = MEM_mallocN(sizeof(SoundWaveform), "SoundWaveform");
742
743         if (info.length > 0) {
744                 int length = info.length * SOUND_WAVE_SAMPLES_PER_SECOND;
745                 
746                 waveform->data = MEM_mallocN(length * sizeof(float) * 3, "SoundWaveform.samples");
747                 waveform->length = AUD_readSound(sound->playback_handle, waveform->data, length, SOUND_WAVE_SAMPLES_PER_SECOND, stop);
748         }
749         else {
750                 /* Create an empty waveform here if the sound couldn't be
751                  * read. This indicates that reading the waveform is "done",
752                  * whereas just setting sound->waveform to NULL causes other
753                  * code to think the waveform still needs to be created. */
754                 waveform->data = NULL;
755                 waveform->length = 0;
756         }
757
758         if (*stop) {
759                 if (waveform->data) {
760                         MEM_freeN(waveform->data);
761                 }
762                 MEM_freeN(waveform);
763                 BLI_spin_lock(sound->spinlock);
764                 sound->flags &= ~SOUND_FLAGS_WAVEFORM_LOADING;
765                 BLI_spin_unlock(sound->spinlock);
766                 return;
767         }
768                 
769         BKE_sound_free_waveform(sound);
770         
771         BLI_spin_lock(sound->spinlock);
772         sound->waveform = waveform;
773         sound->flags &= ~SOUND_FLAGS_WAVEFORM_LOADING;
774         BLI_spin_unlock(sound->spinlock);
775 }
776
777 void BKE_sound_update_scene(Main *bmain, struct Scene *scene)
778 {
779         Object *ob;
780         Base *base;
781         NlaTrack *track;
782         NlaStrip *strip;
783         Speaker *speaker;
784         Scene *sce_it;
785
786         void *new_set = AUD_createSet();
787         void *handle;
788         float quat[4];
789
790         /* cheap test to skip looping over all objects (no speakers is a common case) */
791         if (!BLI_listbase_is_empty(&bmain->speaker)) {
792                 for (SETLOOPER(scene, sce_it, base)) {
793                         ob = base->object;
794                         if ((ob->type != OB_SPEAKER) || !ob->adt) {
795                                 continue;
796                         }
797                         for (track = ob->adt->nla_tracks.first; track; track = track->next) {
798                                 for (strip = track->strips.first; strip; strip = strip->next) {
799                                         if (strip->type != NLASTRIP_TYPE_SOUND) {
800                                                 continue;
801                                         }
802                                         speaker = (Speaker *)ob->data;
803
804                                         if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) {
805                                                 if (speaker->sound) {
806                                                         AUD_SequenceEntry_move(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
807                                                 }
808                                                 else {
809                                                         AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle);
810                                                         strip->speaker_handle = NULL;
811                                                 }
812                                         }
813                                         else {
814                                                 if (speaker->sound) {
815                                                         strip->speaker_handle = AUD_Sequence_add(scene->sound_scene,
816                                                                                                 speaker->sound->playback_handle,
817                                                                                                 (double)strip->start / FPS, FLT_MAX, 0);
818                                                         AUD_SequenceEntry_setRelative(strip->speaker_handle, 0);
819                                                 }
820                                         }
821
822                                         if (strip->speaker_handle) {
823                                                 const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED));
824                                                 AUD_addSet(new_set, strip->speaker_handle);
825                                                 AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max);
826                                                 AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min);
827                                                 AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max);
828                                                 AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference);
829                                                 AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation);
830                                                 AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer);
831                                                 AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner);
832                                                 AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer);
833
834                                                 mat4_to_quat(quat, ob->obmat);
835                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1);
836                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
837                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
838                                                 AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
839                                                 AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle);
840                                                 AUD_SequenceEntry_setMuted(strip->speaker_handle, mute);
841                                         }
842                                 }
843                         }
844                 }
845         }
846
847         while ((handle = AUD_getSet(scene->speaker_handles))) {
848                 AUD_Sequence_remove(scene->sound_scene, handle);
849         }
850
851         if (scene->camera) {
852                 mat4_to_quat(quat, scene->camera->obmat);
853                 AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
854                 AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
855         }
856
857         AUD_destroySet(scene->speaker_handles);
858         scene->speaker_handles = new_set;
859 }
860
861 void *BKE_sound_get_factory(void *sound)
862 {
863         return ((bSound *)sound)->playback_handle;
864 }
865
866 /* stupid wrapper because AUD_C-API.h includes Python.h which makesrna doesn't like */
867 float BKE_sound_get_length(bSound *sound)
868 {
869         AUD_SoundInfo info = AUD_getInfo(sound->playback_handle);
870
871         return info.length;
872 }
873
874 char **BKE_sound_get_device_names(void)
875 {
876         if (audio_device_names == NULL) {
877 #ifdef WITH_SYSTEM_AUDASPACE
878                 audio_device_names = AUD_getDeviceNames();
879 #else
880                 static const char *names[] = {
881                         "Null", "SDL", "OpenAL", "JACK", NULL
882                 };
883                 audio_device_names = (char **)names;
884 #endif
885         }
886
887         return audio_device_names;
888 }
889
890 bool BKE_sound_is_jack_supported(void)
891 {
892 #ifdef WITH_SYSTEM_AUDASPACE
893         return 1;
894 #else
895         return (bool)AUD_isJackSupported();
896 #endif
897 }
898
899 #else  /* WITH_AUDASPACE */
900
901 #include "BLI_utildefines.h"
902
903 void BKE_sound_force_device(const char *UNUSED(device)) {}
904 void BKE_sound_init_once(void) {}
905 void BKE_sound_init(struct Main *UNUSED(bmain)) {}
906 void BKE_sound_exit(void) {}
907 void BKE_sound_exit_once(void) {}
908 void BKE_sound_cache(struct bSound *UNUSED(sound)) {}
909 void BKE_sound_delete_cache(struct bSound *UNUSED(sound)) {}
910 void BKE_sound_load(struct Main *UNUSED(bmain), struct bSound *UNUSED(sound)) {}
911 void BKE_sound_create_scene(struct Scene *UNUSED(scene)) {}
912 void BKE_sound_destroy_scene(struct Scene *UNUSED(scene)) {}
913 void BKE_sound_mute_scene(struct Scene *UNUSED(scene), int UNUSED(muted)) {}
914 void *BKE_sound_scene_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence),
915                                       int UNUSED(startframe), int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
916 void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *UNUSED(scene),
917                                               struct Sequence *UNUSED(sequence)) { return NULL; }
918 void *BKE_sound_add_scene_sound(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence), int UNUSED(startframe),
919                                 int UNUSED(endframe), int UNUSED(frameskip)) { return NULL; }
920 void *BKE_sound_add_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) { return NULL; }
921 void BKE_sound_remove_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle)) {}
922 void BKE_sound_mute_scene_sound(void *UNUSED(handle), char UNUSED(mute)) {}
923 void BKE_sound_move_scene_sound(struct Scene *UNUSED(scene), void *UNUSED(handle), int UNUSED(startframe),
924                                 int UNUSED(endframe), int UNUSED(frameskip)) {}
925 void BKE_sound_move_scene_sound_defaults(struct Scene *UNUSED(scene), struct Sequence *UNUSED(sequence)) {}
926 void BKE_sound_play_scene(struct Scene *UNUSED(scene)) {}
927 void BKE_sound_stop_scene(struct Scene *UNUSED(scene)) {}
928 void BKE_sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
929 float BKE_sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; }
930 int BKE_sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
931 void BKE_sound_read_waveform(struct bSound *sound, short *stop) { UNUSED_VARS(sound, stop); }
932 void BKE_sound_init_main(struct Main *UNUSED(bmain)) {}
933 void BKE_sound_set_cfra(int UNUSED(cfra)) {}
934 void BKE_sound_update_sequencer(struct Main *UNUSED(main), struct bSound *UNUSED(sound)) {}
935 void BKE_sound_update_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
936 void BKE_sound_update_scene_sound(void *UNUSED(handle), struct bSound *UNUSED(sound)) {}
937 void BKE_sound_update_scene_listener(struct Scene *UNUSED(scene)) {}
938 void BKE_sound_update_fps(struct Scene *UNUSED(scene)) {}
939 void BKE_sound_set_scene_sound_volume(void *UNUSED(handle), float UNUSED(volume), char UNUSED(animated)) {}
940 void BKE_sound_set_scene_sound_pan(void *UNUSED(handle), float UNUSED(pan), char UNUSED(animated)) {}
941 void BKE_sound_set_scene_volume(struct Scene *UNUSED(scene), float UNUSED(volume)) {}
942 void BKE_sound_set_scene_sound_pitch(void *UNUSED(handle), float UNUSED(pitch), char UNUSED(animated)) {}
943 float BKE_sound_get_length(struct bSound *UNUSED(sound)) { return 0; }
944 bool BKE_sound_is_jack_supported(void) { return false; }
945 #endif  /* WITH_AUDASPACE */