Commit: b9a578ab051818eb3fc4bb0c8d087dbd98b3869d
Author: Campbell Barton
Date:   Tue Mar 11 14:44:13 2014 +1100
https://developer.blender.org/rBb9a578ab051818eb3fc4bb0c8d087dbd98b3869d

Fix T39083: speakers were evaluated multiple times when used in sets

also skip checking all objects for speakers when no speakers are in the
blend file.

===================================================================

M       source/blender/blenkernel/BKE_sound.h
M       source/blender/blenkernel/intern/scene.c
M       source/blender/blenkernel/intern/sound.c

===================================================================

diff --git a/source/blender/blenkernel/BKE_sound.h 
b/source/blender/blenkernel/BKE_sound.h
index 64f0b97..eb0aec5 100644
--- a/source/blender/blenkernel/BKE_sound.h
+++ b/source/blender/blenkernel/BKE_sound.h
@@ -134,7 +134,7 @@ void sound_free_waveform(struct bSound *sound);
 
 void sound_read_waveform(struct bSound *sound);
 
-void sound_update_scene(struct Scene *scene);
+void sound_update_scene(struct Main *bmain, struct Scene *scene);
 
 void *sound_get_factory(void *sound);
 
diff --git a/source/blender/blenkernel/intern/scene.c 
b/source/blender/blenkernel/intern/scene.c
index da2eda0..6d62d97 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -1537,9 +1537,6 @@ static void 
scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bma
        /* scene drivers... */
        scene_update_drivers(bmain, scene);
 
-       /* update sound system animation */
-       sound_update_scene(scene);
-
        /* update masking curves */
        BKE_mask_update_scene(bmain, scene);
        
@@ -1573,6 +1570,8 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, 
Main *bmain, Scene *sc
         * in the future this should handle updates for all datablocks, not
         * only objects and scenes. - brecht */
        scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
+       /* update sound system animation (TODO, move to depsgraph) */
+       sound_update_scene(bmain, scene);
 
        /* extra call here to recalc scene animation (for sequencer) */
        {
@@ -1678,6 +1677,8 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext 
*eval_ctx, Main *bmain,
 
        /* BKE_object_handle_update() on all objects, groups and sets */
        scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
+       /* update sound system animation (TODO, move to depsgraph) */
+       sound_update_scene(bmain, sce);
 
        scene_depsgraph_hack(eval_ctx, sce, sce);
 
diff --git a/source/blender/blenkernel/intern/sound.c 
b/source/blender/blenkernel/intern/sound.c
index 3a8754e..1fe73a1 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -681,7 +681,7 @@ void sound_read_waveform(bSound *sound)
        }
 }
 
-void sound_update_scene(struct Scene *scene)
+void sound_update_scene(Main *bmain, struct Scene *scene)
 {
        Object *ob;
        Base *base;
@@ -694,6 +694,11 @@ void sound_update_scene(struct Scene *scene)
        void *handle;
        float quat[4];
 
+       /* cheap test to skip looping over all objects (no speakers is a common 
case) */
+       if (BLI_listbase_is_empty(&bmain->speaker)) {
+               goto skip_speakers;
+       }
+
        for (SETLOOPER(scene, sce_it, base)) {
                ob = base->object;
                if (ob->type == OB_SPEAKER) {
@@ -743,6 +748,9 @@ void sound_update_scene(struct Scene *scene)
                }
        }
 
+
+skip_speakers:
+
        while ((handle = AUD_getSet(scene->speaker_handles))) {
                AUD_removeSequence(scene->sound_scene, handle);
        }
@@ -808,7 +816,7 @@ void sound_read_waveform(struct bSound *sound) { 
(void)sound; }
 void sound_init_main(struct Main *bmain) { (void)bmain; }
 void sound_set_cfra(int cfra) { (void)cfra; }
 void sound_update_sequencer(struct Main *main, struct bSound *sound) { 
(void)main; (void)sound; }
-void sound_update_scene(struct Scene *scene) { (void)scene; }
+void sound_update_scene(struct Main *UNUSED(bmain), struct Scene 
*UNUSED(scene)) { }
 void sound_update_scene_sound(void *handle, struct bSound *sound) { 
(void)handle; (void)sound; }
 void sound_update_scene_listener(struct Scene *scene) { (void)scene; }
 void sound_update_fps(struct Scene *scene) { (void)scene; }

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to