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workinf_Blender_Wasm/blender-5.2.0/source/blender/blenkernel/BKE_sound.hh
2026-08-12 04:47:48 -04:00

275 lines
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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
* SPDX-FileCopyrightText: 2025 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include <string>
#include "BKE_sound_types.hh"
#include "BLI_vector.hh"
#if defined(WITH_AUDASPACE)
# include <file/IWriter.h>
#endif
#define SOUND_WAVE_SAMPLES_PER_SECOND 250
namespace blender {
struct Depsgraph;
struct Main;
struct ReportList;
struct Scene;
struct Strip;
struct bSound;
void BKE_sound_init_once();
void BKE_sound_exit_once();
void BKE_sound_init(Main *bmain);
void BKE_sound_refresh_callback_bmain(Main *bmain);
void BKE_sound_force_device(const char *device);
/**
* Looks up an existing sound by `(filepath, stream_index)`.
* Returns it if found, otherwise, creates a new one.
*/
bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath, short stream_index = 0);
bSound *BKE_sound_new_file(Main *bmain, const char *filepath, short stream_index = 0);
void BKE_sound_load(Main *bmain, bSound *sound);
/**
* High-level pack function.
*
* Packs sound data from its filepath.
* Does nothing if sound is already packed.
*/
void BKE_sound_packfile_ensure(Main *bmain, bSound *sound, ReportList *reports);
/** Matches AUD_Channels. */
enum eSoundChannels {
SOUND_CHANNELS_INVALID = 0,
SOUND_CHANNELS_MONO = 1,
SOUND_CHANNELS_STEREO = 2,
SOUND_CHANNELS_STEREO_LFE = 3,
SOUND_CHANNELS_SURROUND4 = 4,
SOUND_CHANNELS_SURROUND5 = 5,
SOUND_CHANNELS_SURROUND51 = 6,
SOUND_CHANNELS_SURROUND61 = 7,
SOUND_CHANNELS_SURROUND71 = 8,
};
struct SoundInfo {
struct {
eSoundChannels channels;
int samplerate;
} specs;
float length;
};
struct SoundStreamInfo {
double duration;
double start;
};
/**
* Get information about given sound.
*
* \return true on success, false if sound can not be loaded or if the codes is not supported.
*/
bool BKE_sound_info_get(Main *main, bSound *sound, SoundInfo *sound_info);
/**
* Get information about given sound.
*
* \return on success, false if sound can not be loaded or if the codes is not supported.
*/
bool BKE_sound_stream_info_get(Main *main,
const char *filepath,
int stream,
SoundStreamInfo *sound_info);
/**
* Returns the number of audio streams in the given file.
* Returns 0 if the file cannot be opened.
*/
int BKE_sound_stream_count(Main *main, const char *filepath);
#if defined(WITH_AUDASPACE)
AUD_Device BKE_sound_mixdown(const Scene *scene,
const aud::DeviceSpecs &specs,
int start,
float volume);
#endif
void BKE_sound_create_scene(Scene *scene);
void BKE_sound_ensure_scene(Scene *scene);
void BKE_sound_destroy_scene(Scene *scene);
void BKE_sound_lock();
void BKE_sound_unlock();
void BKE_sound_reset_scene_specs(Scene *scene);
void BKE_sound_mute_scene(Scene *scene, bool muted);
void BKE_sound_update_fps(Main *bmain, Scene *scene);
void BKE_sound_update_scene_listener(Scene *scene);
AUD_SequenceEntry BKE_sound_scene_add_scene_sound(Scene *scene, Strip *strip);
AUD_SequenceEntry BKE_sound_add_scene_sound(Scene *scene, Strip *strip);
void BKE_sound_remove_scene_sound(Scene *scene, AUD_SequenceEntry handle);
void BKE_sound_mute_scene_sound(AUD_SequenceEntry handle, bool mute);
void BKE_sound_move_scene_sound(const Scene *scene,
AUD_SequenceEntry handle,
int startframe,
int endframe,
int frameskip,
double audio_offset);
void BKE_sound_move_scene_sound_defaults(Scene *scene, Strip *strip);
/** Join the Sequence with the structure in Audaspace, the second parameter is a #bSound. */
void BKE_sound_update_scene_sound(AUD_SequenceEntry handle, bSound *sound);
/**
* Join the Sequence with the structure in Audaspace,
*
* \param sound_handle: the `AUD_Sound` created in Audaspace previously.
*/
void BKE_sound_update_sequence_handle(AUD_SequenceEntry handle, AUD_Sound sound_handle);
void BKE_sound_set_scene_volume(Scene *scene, float volume);
void BKE_sound_set_scene_sound_volume_at_frame(AUD_SequenceEntry handle,
int frame,
float volume,
bool animated);
void BKE_sound_set_scene_sound_pitch_at_frame(AUD_SequenceEntry handle,
int frame,
float pitch,
bool animated);
void BKE_sound_set_scene_sound_pitch_constant_range(AUD_SequenceEntry handle,
int frame_start,
int frame_end,
float pitch);
void BKE_sound_set_scene_sound_time_stretch_at_frame(AUD_Sound handle,
int frame,
float time_stretch,
bool animated);
void BKE_sound_set_scene_sound_time_stretch_constant_range(AUD_Sound handle,
int frame_start,
int frame_end,
float time_stretch);
void BKE_sound_set_scene_sound_pan_at_frame(AUD_SequenceEntry handle,
int frame,
float pan,
bool animated);
void BKE_sound_update_sequencer(Main *main, bSound *sound);
void BKE_sound_play_scene(Scene *scene);
void BKE_sound_stop_scene(Scene *scene);
void BKE_sound_seek_scene(Main *bmain, Scene *scene);
double BKE_sound_sync_scene(Scene *scene);
void BKE_sound_read_waveform(Main *bmain, bSound *sound, bool *stop);
void BKE_sound_update_scene(Depsgraph *depsgraph, Scene *scene);
AUD_Sound BKE_sound_get_factory(void *sound);
float BKE_sound_get_length(Main *bmain, bSound *sound);
char **BKE_sound_get_device_names();
typedef void (*SoundJackSyncCallback)(Main *bmain, int mode, double time);
void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback);
void BKE_sound_jack_scene_update(Scene *scene, int mode, double time);
void BKE_sound_evaluate(Depsgraph *depsgraph, Main *bmain, bSound *sound);
AUD_Sound BKE_sound_ensure_time_stretch_effect(const Strip *strip, float fps);
void BKE_sound_runtime_state_get_and_clear(const bSound *sound,
AUD_Sound *r_cache,
AUD_Sound *r_playback_handle,
Vector<float> **r_waveform);
void BKE_sound_runtime_state_set(const bSound *sound,
AUD_Sound cache,
AUD_Sound playback_handle,
Vector<float> *waveform);
AUD_Sound BKE_sound_playback_handle_get(const bSound *sound);
void BKE_sound_runtime_clear_waveform_loading_tag(bSound *sound);
bool BKE_sound_runtime_start_waveform_loading(bSound *sound);
const Vector<float> *BKE_sound_runtime_get_waveform(const bSound *sound);
#if defined(WITH_AUDASPACE)
namespace bke {
void sound_system_initialize();
AUD_Device sound_device_init(const char *device,
const aud::DeviceSpecs &specs,
int buffersize,
const char *name);
void sound_device_exit();
AUD_Handle sound_device_play(AUD_Device device, AUD_Sound sound);
bool sound_device_read(AUD_Device device, unsigned char *buffer, int length);
AUD_Handle sound_pause_after(AUD_Handle handle, double seconds);
SoundInfo sound_info_get(AUD_Sound sound);
float *sound_read_file_buffer(const char *filename,
float low,
float high,
float attack,
float release,
float threshold,
bool accumulate,
bool additive,
bool square,
float sthreshold,
double samplerate,
int stream,
int *length);
bool sound_mixdown(AUD_Sequence sequence,
unsigned int start,
unsigned int length,
unsigned int buffersize,
const char *filename,
const aud::DeviceSpecs &specs,
aud::Container format,
aud::Codec codec,
unsigned int bitrate,
bool split_channels,
std::string &r_error,
bool (*progress_callback)(float, void *),
void *progress_data);
} // namespace bke
#endif // #if defined(WITH_AUDASPACE)
} // namespace blender