Add Chromium-only Blender WebEngine parity work
This commit is contained in:
261
blender-5.2.0/extern/audaspace/bindings/doc/conf.py.in
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261
blender-5.2.0/extern/audaspace/bindings/doc/conf.py.in
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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#
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# audaspace documentation build configuration file, created by
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# sphinx-quickstart on Tue Sep 9 01:48:48 2014.
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#
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# This file is execfile()d with the current directory set to its
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# containing dir.
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#
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# Note that not all possible configuration values are present in this
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# autogenerated file.
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#
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# All configuration values have a default; values that are commented out
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# serve to show the default.
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import sys
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import os
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# If extensions (or modules to document with autodoc) are in another directory,
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# add these directories to sys.path here. If the directory is relative to the
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# documentation root, use os.path.abspath to make it absolute, like shown here.
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#sys.path.insert(0, os.path.abspath('.'))
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# -- General configuration ------------------------------------------------
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# If your documentation needs a minimal Sphinx version, state it here.
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#needs_sphinx = '1.0'
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# Add any Sphinx extension module names here, as strings. They can be
|
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# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
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# ones.
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extensions = [
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'sphinx.ext.autodoc',
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]
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# Add any paths that contain templates here, relative to this directory.
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templates_path = []
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|
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# The suffix of source filenames.
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source_suffix = '.rst'
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|
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# The encoding of source files.
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#source_encoding = 'utf-8-sig'
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# The master toctree document.
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master_doc = 'index'
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# General information about the project.
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project = 'audaspace'
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copyright = '2009-2015, Jörg Müller'
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# The version info for the project you're documenting, acts as replacement for
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# |version| and |release|, also used in various other places throughout the
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# built documents.
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#
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# The short X.Y version.
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version = '@AUDASPACE_VERSION@'
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# The full version, including alpha/beta/rc tags.
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release = '@AUDASPACE_LONG_VERSION@'
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# The language for content autogenerated by Sphinx. Refer to documentation
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# for a list of supported languages.
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#language = None
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|
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# There are two options for replacing |today|: either, you set today to some
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# non-false value, then it is used:
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#today = ''
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# Else, today_fmt is used as the format for a strftime call.
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#today_fmt = '%B %d, %Y'
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# List of patterns, relative to source directory, that match files and
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# directories to ignore when looking for source files.
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exclude_patterns = []
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# The reST default role (used for this markup: `text`) to use for all
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# documents.
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#default_role = None
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# If true, '()' will be appended to :func: etc. cross-reference text.
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#add_function_parentheses = True
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# If true, the current module name will be prepended to all description
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# unit titles (such as .. function::).
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#add_module_names = True
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# If true, sectionauthor and moduleauthor directives will be shown in the
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# output. They are ignored by default.
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#show_authors = False
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# The name of the Pygments (syntax highlighting) style to use.
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pygments_style = 'sphinx'
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# A list of ignored prefixes for module index sorting.
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#modindex_common_prefix = []
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# If true, keep warnings as "system message" paragraphs in the built documents.
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#keep_warnings = False
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# -- Options for HTML output ----------------------------------------------
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# The theme to use for HTML and HTML Help pages. See the documentation for
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# a list of builtin themes.
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html_theme = 'alabaster'
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# Theme options are theme-specific and customize the look and feel of a theme
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# further. For a list of options available for each theme, see the
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# documentation.
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#html_theme_options = {}
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# Add any paths that contain custom themes here, relative to this directory.
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#html_theme_path = []
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# The name for this set of Sphinx documents. If None, it defaults to
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# "<project> v<release> documentation".
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#html_title = None
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# A shorter title for the navigation bar. Default is the same as html_title.
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#html_short_title = None
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# The name of an image file (relative to this directory) to place at the top
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# of the sidebar.
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#html_logo = None
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|
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# The name of an image file (within the static path) to use as favicon of the
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# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
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# pixels large.
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#html_favicon = None
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# Add any paths that contain custom static files (such as style sheets) here,
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# relative to this directory. They are copied after the builtin static files,
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# so a file named "default.css" will overwrite the builtin "default.css".
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html_static_path = []
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# Add any extra paths that contain custom files (such as robots.txt or
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# .htaccess) here, relative to this directory. These files are copied
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# directly to the root of the documentation.
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#html_extra_path = []
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# If not '', a 'Last updated on:' timestamp is inserted at every page bottom,
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# using the given strftime format.
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#html_last_updated_fmt = '%b %d, %Y'
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# If true, SmartyPants will be used to convert quotes and dashes to
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# typographically correct entities.
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#html_use_smartypants = True
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# Custom sidebar templates, maps document names to template names.
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#html_sidebars = {}
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# Additional templates that should be rendered to pages, maps page names to
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# template names.
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#html_additional_pages = {}
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# If false, no module index is generated.
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#html_domain_indices = True
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# If false, no index is generated.
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#html_use_index = True
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# If true, the index is split into individual pages for each letter.
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#html_split_index = False
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# If true, links to the reST sources are added to the pages.
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#html_show_sourcelink = True
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# If true, "Created using Sphinx" is shown in the HTML footer. Default is True.
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#html_show_sphinx = True
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# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True.
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#html_show_copyright = True
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# If true, an OpenSearch description file will be output, and all pages will
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# contain a <link> tag referring to it. The value of this option must be the
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# base URL from which the finished HTML is served.
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#html_use_opensearch = ''
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# This is the file name suffix for HTML files (e.g. ".xhtml").
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#html_file_suffix = None
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# Output file base name for HTML help builder.
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htmlhelp_basename = 'audaspacedoc'
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# -- Options for LaTeX output ---------------------------------------------
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latex_elements = {
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# The paper size ('letterpaper' or 'a4paper').
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#'papersize': 'letterpaper',
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|
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# The font size ('10pt', '11pt' or '12pt').
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#'pointsize': '10pt',
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# Additional stuff for the LaTeX preamble.
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#'preamble': '',
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}
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# Grouping the document tree into LaTeX files. List of tuples
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# (source start file, target name, title,
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# author, documentclass [howto, manual, or own class]).
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latex_documents = [
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('index', 'audaspace.tex', 'audaspace Documentation',
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'Jörg Müller', 'manual'),
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]
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# The name of an image file (relative to this directory) to place at the top of
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# the title page.
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#latex_logo = None
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|
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# For "manual" documents, if this is true, then toplevel headings are parts,
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# not chapters.
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#latex_use_parts = False
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# If true, show page references after internal links.
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#latex_show_pagerefs = False
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|
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# If true, show URL addresses after external links.
|
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#latex_show_urls = False
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|
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# Documents to append as an appendix to all manuals.
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#latex_appendices = []
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# If false, no module index is generated.
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#latex_domain_indices = True
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|
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|
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# -- Options for manual page output ---------------------------------------
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# One entry per manual page. List of tuples
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# (source start file, name, description, authors, manual section).
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man_pages = [
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('index', 'audaspace', 'audaspace Documentation',
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['Jörg Müller'], 1)
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]
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# If true, show URL addresses after external links.
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#man_show_urls = False
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# -- Options for Texinfo output -------------------------------------------
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|
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# Grouping the document tree into Texinfo files. List of tuples
|
||||
# (source start file, target name, title, author,
|
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# dir menu entry, description, category)
|
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texinfo_documents = [
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('index', 'audaspace', 'audaspace Documentation',
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'Jörg Müller', 'audaspace', 'One line description of project.',
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'Miscellaneous'),
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]
|
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|
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# Documents to append as an appendix to all manuals.
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#texinfo_appendices = []
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# If false, no module index is generated.
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#texinfo_domain_indices = True
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# How to display URL addresses: 'footnote', 'no', or 'inline'.
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#texinfo_show_urls = 'footnote'
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# If true, do not generate a @detailmenu in the "Top" node's menu.
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#texinfo_no_detailmenu = False
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8
blender-5.2.0/extern/audaspace/bindings/doc/device.rst
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8
blender-5.2.0/extern/audaspace/bindings/doc/device.rst
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Device
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======
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.. currentmodule:: aud
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.. autoclass:: Device
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:members:
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:noindex:
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8
blender-5.2.0/extern/audaspace/bindings/doc/handle.rst
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8
blender-5.2.0/extern/audaspace/bindings/doc/handle.rst
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Handle
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======
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.. currentmodule:: aud
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.. autoclass:: Handle
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:members:
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:noindex:
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36
blender-5.2.0/extern/audaspace/bindings/doc/index.rst
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36
blender-5.2.0/extern/audaspace/bindings/doc/index.rst
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.. audaspace documentation master file, created by
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sphinx-quickstart on Tue Sep 9 01:48:48 2014.
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You can adapt this file completely to your liking, but it should at least
|
||||
contain the root `toctree` directive.
|
||||
|
||||
Welcome to audaspace's documentation!
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||||
=====================================
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||||
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.. automodule:: aud
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:no-members:
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This documentation is valid for both the Python and C bindings of audaspace. If you are looking for installation instructions check the `C++ API documentation <../index.html>`_. As C is not an object oriented language everything is accessible via functions where the first paramter is always the object. For methods these are named as ``AUD_ClassName_method()`` and properties are accessed via ``AUD_ClassName_property_get/set()``. Python users simply ``import aud`` to access the library.
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||||
.. toctree::
|
||||
:maxdepth: 2
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||||
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||||
tutorials
|
||||
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||||
Classes:
|
||||
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||||
.. toctree::
|
||||
:maxdepth: 1
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||||
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device
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||||
sound
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||||
handle
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||||
sequence
|
||||
sequence_entry
|
||||
|
||||
Indices and tables
|
||||
==================
|
||||
|
||||
* :ref:`genindex`
|
||||
* :ref:`modindex`
|
||||
* :ref:`search`
|
||||
|
||||
8
blender-5.2.0/extern/audaspace/bindings/doc/sequence.rst
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8
blender-5.2.0/extern/audaspace/bindings/doc/sequence.rst
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Sequence
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||||
========
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||||
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||||
.. currentmodule:: aud
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||||
.. autoclass:: Sequence
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||||
:members:
|
||||
:noindex:
|
||||
|
||||
8
blender-5.2.0/extern/audaspace/bindings/doc/sequence_entry.rst
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8
blender-5.2.0/extern/audaspace/bindings/doc/sequence_entry.rst
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Sequence Entry
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||||
==============
|
||||
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||||
.. currentmodule:: aud
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||||
.. autoclass:: SequenceEntry
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||||
:members:
|
||||
:noindex:
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||||
|
||||
8
blender-5.2.0/extern/audaspace/bindings/doc/sound.rst
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8
blender-5.2.0/extern/audaspace/bindings/doc/sound.rst
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Sound
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||||
=====
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||||
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||||
.. currentmodule:: aud
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||||
.. autoclass:: Sound
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||||
:members:
|
||||
:noindex:
|
||||
|
||||
240
blender-5.2.0/extern/audaspace/bindings/doc/tutorials.rst
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blender-5.2.0/extern/audaspace/bindings/doc/tutorials.rst
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Tutorials
|
||||
=========
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
The C and Python binding for audaspace were designed with simplicity in mind.
|
||||
This means however that to use the full capabilities of audaspace,
|
||||
there is no way around the C++ library.
|
||||
|
||||
Simple Demo
|
||||
-----------
|
||||
|
||||
The **simple.py** example program contains all the basic
|
||||
building blocks for an application using audaspace.
|
||||
These building blocks are basically the classes :class:`aud.Device`,
|
||||
:class:`aud.Sound` and :class:`aud.Handle`.
|
||||
|
||||
We start with importing :mod:`aud` and :mod:`time`
|
||||
as the modules we need for our simple example.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
#!/usr/bin/python
|
||||
import aud, time
|
||||
|
||||
The first step now is to open an output device and this
|
||||
can simply be done by allocating a :class:`aud.Device` object.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
device = aud.Device()
|
||||
|
||||
To create a sound we can choose to load one from a :func:`aud.Sound.file`,
|
||||
or we use one of our signal generators. We decide to do the latter
|
||||
and create a :func:`aud.Sound.sine` signal with a frequency of 440 Hz.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
sine = aud.Sound.sine(440)
|
||||
|
||||
.. note:: At this point nothing is playing back yet,
|
||||
:class:`aud.Sound` objects are just descriptions of sounds.
|
||||
|
||||
However instead of a sine wave, we would like to have a square wave
|
||||
to produce a more retro gaming sound. We could of course use the
|
||||
:func:`aud.Sound.square` generator instead of sine,
|
||||
but we want to show how to apply effects,
|
||||
so we apply a :func:`aud.Sound.threshold`
|
||||
which makes a square wave out of our sine too,
|
||||
even if less efficient than directly generating the square wave.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
square = sine.threshold()
|
||||
|
||||
.. note:: The :class:`aud.Sound` class offers generator and effect functions.
|
||||
|
||||
The we can play our sound by calling the
|
||||
:func:`aud.Device.play` method of our device.
|
||||
This method returns a :class:`aud.Handle`
|
||||
which is used to control the playback of the sound.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
handle = device.play(square)
|
||||
|
||||
Now if we do nothing else anymore the application will quit immediately,
|
||||
so we won't hear much of our square wave,
|
||||
so we decide to wait for three seconds before
|
||||
quitting the application by calling :func:`time.sleep`.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
time.sleep(3)
|
||||
|
||||
Audioplayer
|
||||
-----------
|
||||
|
||||
Now that we know the basics of audaspace,
|
||||
we can build our own music player easily
|
||||
by just slightly changing the previous program.
|
||||
The **player.py** example does exactly that,
|
||||
let's have a short look at the differences:
|
||||
|
||||
Instead of creating a sine signal and thresholding it,
|
||||
we in fact use the :func:`aud.Sound.file` function to load a sound from a file.
|
||||
The filename we pass is the first command line argument our application got.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
sound = aud.Sound.file(sys.argv[1])
|
||||
|
||||
When the sound gets played back we now want to wait until
|
||||
the whole file has been played, so we use the :data:`aud.Handle.status`
|
||||
property to determine whether the sound finished playing.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
while handle.status:
|
||||
time.sleep(0.1)
|
||||
|
||||
We don't make any error checks if the user actually added a command
|
||||
line argument. As an exercise you could extend this program to play
|
||||
any number of command line supplied files in sequence.
|
||||
|
||||
Siren
|
||||
-----
|
||||
|
||||
Let's get a little bit more complex. The **siren.py** example
|
||||
plays a generated siren sound that circles around your head.
|
||||
Depending on how many speakers you have and if the output
|
||||
device used supports the speaker setup, you will hear this effect.
|
||||
With stereo speakers you should at least hear some left-right-panning.
|
||||
|
||||
We start off again with importing the modules we need and
|
||||
we also define some properties of our siren sound.
|
||||
We want it to consist of two sine sounds with different frequencies.
|
||||
We define a length for the sine sounds and how long a fade in/out should take.
|
||||
We also know already how to open a device.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
#!/usr/bin/python
|
||||
import aud, math, time
|
||||
length = 0.5
|
||||
fadelength = 0.05
|
||||
|
||||
device = aud.Device()
|
||||
|
||||
The next thing to do is to define our sine waves and apply all the required effects.
|
||||
As each of the effect functions returns the corresponding sound,
|
||||
we can easily chain those calls together.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
high = aud.Sound.sine(880).limit(0, length).fadein(0, fadelength).fadeout(length - fadelength, length)
|
||||
low = aud.Sound.sine(700).limit(0, length).fadein(0, fadelength).fadeout(length - fadelength, length).volume(0.6)
|
||||
|
||||
The next step is to connect the two sines,
|
||||
which we do using the :func:`aud.Sound.join` function.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
sound = high.join(low)
|
||||
|
||||
The generated siren sound can now be played back and what we also do is to loop it.
|
||||
Therefore we set the :data:`aud.Handle.loop_count` to a negative value to loop forever.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
handle = device.play(sound)
|
||||
handle.loop_count = -1
|
||||
|
||||
Now we use some timing code to make sure our demo runs for 10 seconds,
|
||||
but we also use the time to update the location of our playing sound,
|
||||
with the :data:`aud.Handle.location` property, which is a three dimensional vector.
|
||||
The trigonometic calculation based on the running time of the program keeps
|
||||
the sound on the XZ plane letting it follow a circle around us.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
start = time.time()
|
||||
|
||||
while time.time() - start < 10:
|
||||
angle = time.time() - start
|
||||
|
||||
handle.location = [math.sin(angle), 0, -math.cos(angle)]
|
||||
|
||||
As an exercise you could try to let the sound come from the far left
|
||||
and go to the far right and a little bit in front of you within the
|
||||
10 second runtime of the program. With this change you should be able
|
||||
to hear the volume of the sound change, depending on how far it is away from you.
|
||||
Updating the :data:`aud.Handle.velocity` property properly also enables the doppler effect.
|
||||
Compare your solution to the **siren2.py** demo.
|
||||
|
||||
Tetris
|
||||
------
|
||||
|
||||
The **tetris.py** demo application shows an even more
|
||||
complex application which generates retro tetris music.
|
||||
Looking at the source code there should be nothing new here,
|
||||
again the functions used from audaspace are the same as in the previous examples.
|
||||
In the :func:`parseNote` function all single notes get joined which leads
|
||||
to a very long chain of sounds. If you think of :func:`aud.Sound.join`
|
||||
as a function that creates a binary tree with the two joined sounds as
|
||||
leaves then the :func:`parseNote` function creates a very unbalanced tree.
|
||||
|
||||
Insted we could rewrite the code to use two other classes:
|
||||
:class:`aud.Sequence` and :class:`aud.SequenceEntry` to sequence the notes.
|
||||
The **tetris2.py** application does exactly that.
|
||||
Before the while loop we add a variable that stores the current position
|
||||
in the score and create a new :class:`aud.Sequence` object.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
position = 0
|
||||
sequence = aud.Sequence()
|
||||
|
||||
Then in the loop we can create the note simply by chaining the
|
||||
:func:`aud.Sound.square` generator and :func:`aud.Sound.fadein`
|
||||
and :func:`aud.Sound.fadeout` effects.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
note = aud.Sound.square(freq, rate).fadein(0, fadelength).fadeout(length - fadelength, fadelength)
|
||||
|
||||
Now instead of using :func:`aud.Sound.limit` and :func:`aud.Sound.join`
|
||||
we simply add the sound to the sequence.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
entry = sequence.add(note, position, position + length, 0)
|
||||
|
||||
The entry returned from the :func:`aud.Sequence.add`
|
||||
function is an object of the :class:`aud.SequenceEntry` class.
|
||||
We can use this entry to mute the note in case it's actually a pause.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
if char == 'p':
|
||||
entry.muted = True
|
||||
|
||||
Lastly we have to update our position variable.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
position += length
|
||||
|
||||
Now in **tetris2.py** we used the :data:`aud.SequenceEntry.muted`
|
||||
property to show how the :class:`aud.SequenceEntry` class can be used,
|
||||
but it would actually be smarter to not even create a note for pauses and just skip them.
|
||||
You can try to implement this as an exercise and then check out the solution in **tetris3.py**.
|
||||
|
||||
Conclusion
|
||||
----------
|
||||
|
||||
We introduced all five currently available classes in the audaspace Python API.
|
||||
Of course all classes offer a lot more functions than have been used in these demo applications,
|
||||
check out the specific class documentation for more details.
|
||||
Reference in New Issue
Block a user