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
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@ -727,16 +727,11 @@ void *BKE_sound_add_scene_sound(
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}
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sound_verify_evaluated_id(&sequence->sound->id);
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const double fps = FPS;
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void *handle = AUD_Sequence_add(scene->sound_scene,
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sequence->sound->playback_handle,
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startframe / fps,
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endframe / fps,
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frameskip / fps + sequence->sound->offset_time);
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AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
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AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
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AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
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AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
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return handle;
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return AUD_Sequence_add(scene->sound_scene,
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sequence->sound->playback_handle,
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startframe / fps,
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endframe / fps,
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frameskip / fps + sequence->sound->offset_time);
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}
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void *BKE_sound_add_scene_sound_defaults(Scene *scene, Sequence *sequence)
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