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
This commit is contained in:
Richard Antalik 2022-03-08 13:15:41 +01:00
parent 73dc8c24e4
commit 3cb3167278
1 changed files with 5 additions and 10 deletions

View File

@ -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)