Fix T74111: Animation Playback Delayed With Time Remapping And AV-Sync

When setting the current playback time in BKE_sound_play_scene we didn't
account for the frame length. So the current frame/time would be wrong
when we asked the audio playback what time it was.

This would lead to playback being offset when using time remapping and
AV sync.

Reviewed By: Richard Antalik and Sybren A. Stüvel

Differential Revision: http://developer.blender.org/D7248
This commit is contained in:
Sebastian Parborg 2020-04-06 13:53:07 +02:00
parent ded7af53b4
commit 9ddbb03861
Notes: blender-bot 2023-02-14 00:44:02 +01:00
Referenced by issue #74111, Animation Playback Delayed With Time Remapping And AV-Sync
1 changed files with 10 additions and 2 deletions

View File

@ -751,12 +751,20 @@ static void sound_start_play_scene(Scene *scene)
}
}
static float get_cur_time(Scene *scene)
{
/* We divide by the current framelen to take into account time remapping.
* Otherwise we will get the wrong starting time which will break A/V sync.
* See T74111 for further details. */
return FRA2TIME((CFRA + SUBFRA) / scene->r.framelen);
}
void BKE_sound_play_scene(Scene *scene)
{
sound_verify_evaluated_id(&scene->id);
AUD_Status status;
const float cur_time = (float)((double)CFRA / FPS);
const float cur_time = get_cur_time(scene);
AUD_Device_lock(sound_device);
@ -804,7 +812,7 @@ void BKE_sound_seek_scene(Main *bmain, Scene *scene)
int animation_playing;
const float one_frame = (float)(1.0 / FPS);
const float cur_time = (float)((double)CFRA / FPS);
const float cur_time = get_cur_time(scene);
AUD_Device_lock(sound_device);