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Sequencer Scene Strips' Input(3D/Sequencer) and volume and has no effect on audio.
Open, Confirmed, MediumPublic

Description

System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 24.20.100.6137

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-06-23 22:45, hash: rB9c5d54bfaf48
Worked: (optional)

Short description of error
The volume floatproperty of Scene strips(in the Sidebar) has no effect and selecting Input: 3D or Sequencer has no effect on what sound are heard. Both will always be heard.

Exact steps for others to reproduce the error

  • Add a speaker to the 3d view.
  • Add a sound file to the speaker from first frame.
  • In the sequencer add a sound file from first frame.
  • Boths sound should be heard when playing.
  • Add a new(!) scene.
  • In the sequencer add a scene strip.
  • In the Sidebar in the Scene strip sub panel changing the input will not change what sound is heard.
  • In the Sidebar in the Scene strip sub panel changing the volume will not have any effect.

A blend file, where the above has been done - so to experience the bug change input and change volume:

And two audio files if the packing didn't work


Details

Type
Bug

Event Timeline

I did my best attempt to bring behavior closer to 2.79, but this was never working reliably. Attached demo file which can work in 2.79. Toggling "Use sequencer" in the Scene strip doesn't do proper update once 3D sound was used once.

The audio and 3D sound system needs a proper integration into dependency graph and no longer rely on the forced updates from so many areas. And on top of that, we need to have a clear design on how and when is being used in the sound scene.

Sergey Sharybin (sergey) triaged this task as Confirmed, Medium priority.Wed, Jun 26, 1:03 PM

That would be really nice! I'd love to see sound_update_base and BKE_sound_update_scene gone. The biggest issue here is animation. Whenever some audio animation (volume, pitch, etc.) changes, all affected frames need updating. If that's possible with the dependency graph, that would be ideal! E.g., if an animation is changed by modifying the f-curve, that parameter needs to be updated for all frames that now have a different value.

Perhaps this problem is related (I cautiously ask here instead to register a new bug).

  1. Add a sound strip in the sequencer.
  2. Create a new scene and go to the sequencer.
  3. Add the first scene (scene strip).
  4. Select "Camera" as input.

(Save, quit and open the .blend file)

Now I need to switch between/toggle "Camera" and "Sequencer" to hear the sound from the scene strip when I press "Play Animation". When I render it will be without sound.

Blender 2.80 (sub 74), branch: master, commit date: 2019-06-29 20:58, hash: rBbe060c3990ad

@Jens Ruda (jaker), this doesn't sound related. In any case it is much easier to merge reports if investigation indeed shows they are related than to split unrelated ones.
So please make a new report and CC/assign it to me.

@Joerg Mueller (nexyon), here is a patch which is likely needed to sanitize things a bit.

The reason i've initially added a code which adds all speakers to the depsgraph is because the confusion coming from 2.79:

  • In order to have 3d sound to work, scene preview must have been visible once
  • Disabling toggling scene strip's "Use Sequencer" did not disable sound either.

After thinking bit more now, i think we should only use speakers from scene if sequencer of that scene is NOT used (there is no sequencer in it, or strip using that scene is set to Camera. Keep in mind, it is no longer possible to use scene in it's own sequencer).

Think the main missing part is somehow removing sound when it's no longer needed/used: currently there are quite a bit cases when sound will not be gone during playback for until file is re-open, even though i am trying my best to enforce that from a dependency graph. This is something where i hope you can help :)