13 #define SOUND_WAVE_SAMPLES_PER_SECOND 250
15 #if defined(WITH_AUDASPACE)
16 # include <AUD_Device.h>
50 struct bSound *BKE_sound_new_buffer(
struct Main *bmain,
struct bSound *source);
52 struct bSound *BKE_sound_new_limiter(
struct Main *bmain,
103 #if defined(WITH_AUDASPACE)
104 AUD_Device *BKE_sound_mixdown(
const struct Scene *
scene,
105 AUD_DeviceSpecs specs,
128 struct Scene *
scene,
struct Sequence *sequence,
int startframe,
int endframe,
int frameskip);
132 struct Scene *
scene,
struct Sequence *sequence,
int startframe,
int endframe,
int frameskip);
144 double audio_offset);
void * BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
float BKE_sound_get_length(struct Main *bmain, struct bSound *sound)
void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback)
void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
void BKE_sound_load(struct Main *main, struct bSound *sound)
void BKE_sound_create_scene(struct Scene *scene)
void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
struct bSound * BKE_sound_new_file(struct Main *main, const char *filepath)
void BKE_sound_init_once(void)
void BKE_sound_set_scene_volume(struct Scene *scene, float volume)
struct bSound * BKE_sound_new_file_exists(struct Main *bmain, const char *filepath)
double BKE_sound_sync_scene(struct Scene *scene)
struct SoundWaveform SoundWaveform
bool BKE_sound_info_get(struct Main *main, struct bSound *sound, SoundInfo *sound_info)
void BKE_sound_lock(void)
void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
void BKE_sound_evaluate(struct Depsgraph *depsgraph, struct Main *bmain, struct bSound *sound)
void BKE_sound_ensure_loaded(struct Main *bmain, struct bSound *sound)
void BKE_sound_jack_scene_update(struct Scene *scene, int mode, double time)
void(* SoundJackSyncCallback)(struct Main *bmain, int mode, double time)
struct SoundInfo SoundInfo
void BKE_sound_reset_scene_specs(struct Scene *scene)
char ** BKE_sound_get_device_names(void)
void BKE_sound_mute_scene(struct Scene *scene, int muted)
void BKE_sound_move_scene_sound(const struct Scene *scene, void *handle, int startframe, int endframe, int frameskip, double audio_offset)
void BKE_sound_read_waveform(struct Main *bmain, struct bSound *sound, short *stop)
void BKE_sound_ensure_scene(struct Scene *scene)
void * BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
int BKE_sound_scene_playing(struct Scene *scene)
struct bSound * BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, bool *r_exists)
void BKE_sound_mute_scene_sound(void *handle, char mute)
void BKE_sound_init_main(struct Main *bmain)
void BKE_sound_reset_scene_runtime(struct Scene *scene)
void BKE_sound_stop_scene(struct Scene *scene)
void BKE_sound_set_cfra(int cfra)
void BKE_sound_cache(struct bSound *sound)
bool BKE_sound_stream_info_get(struct Main *main, const char *filepath, int stream, SoundStreamInfo *sound_info)
void BKE_sound_update_scene_listener(struct Scene *scene)
void BKE_sound_update_scene_sound(void *handle, struct bSound *sound)
void * BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
void BKE_sound_force_device(const char *device)
void BKE_sound_unlock(void)
void BKE_sound_update_sequencer(struct Main *main, struct bSound *sound)
void * BKE_sound_get_factory(void *sound)
void * BKE_sound_get_device(void)
void BKE_sound_destroy_scene(struct Scene *scene)
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
void BKE_sound_free_waveform(struct bSound *sound)
void BKE_sound_reset_runtime(struct bSound *sound)
void BKE_sound_init(struct Main *main)
void BKE_sound_exit_once(void)
void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle)
void * BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
void BKE_sound_play_scene(struct Scene *scene)
void BKE_sound_update_scene(struct Depsgraph *depsgraph, struct Scene *scene)
void BKE_sound_delete_cache(struct bSound *sound)
void BKE_sound_update_fps(struct Main *bmain, struct Scene *scene)
void BKE_sound_exit(void)
@ SOUND_CHANNELS_SURROUND5
@ SOUND_CHANNELS_SURROUND61
@ SOUND_CHANNELS_STEREO_LFE
@ SOUND_CHANNELS_SURROUND71
@ SOUND_CHANNELS_SURROUND51
@ SOUND_CHANNELS_SURROUND4
struct SoundStreamInfo SoundStreamInfo
struct Depsgraph Depsgraph
int main(int argc, char *argv[])
const Depsgraph * depsgraph
DEGForeachIDComponentCallback callback
SyclQueue void void size_t num_bytes void
struct SoundInfo::@63 specs