Moved impl files into "intern"
This commit is contained in:
180
sound_objects/intern/add_sound_to_meshes.py
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180
sound_objects/intern/add_sound_to_meshes.py
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import bpy
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import numpy
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from numpy.linalg import norm
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from random import uniform, gauss
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from math import floor
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from enum import IntFlag, Enum
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from dataclasses import dataclass
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import sys
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from .soundbank import SoundBank
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class TriggerMode(str, Enum):
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START_FRAME = "START_FRAME"
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MIN_DISTANCE = "MIN_DISTANCE"
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RANDOM = "RANDOM"
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RANDOM_GAUSSIAN = "RANDOM_GAUSSIAN"
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@dataclass
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class SpatialEnvelope:
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considered_range: float
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enters_range: int
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closest_range: int
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min_distance: float
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exits_range: int
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def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considered_range: float) -> SpatialEnvelope:
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min_dist = sys.float_info.max
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min_dist_frame = scene.frame_start
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enters_range_frame = None
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exits_range_frame = None
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in_range = False
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for frame in range(scene.frame_start, scene.frame_end + 1):
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scene.frame_set(frame)
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rel = speaker_obj.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
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dist = norm(rel)
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if dist < considered_range and not in_range:
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enters_range_frame = frame
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in_range = True
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if dist < min_dist:
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min_dist = dist
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min_dist_frame = frame
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if dist > considered_range and in_range:
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exits_range_frame = frame
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in_range = False
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break
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return SpatialEnvelope(considered_range=considered_range,
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enters_range=enters_range_frame,
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exits_range=exits_range_frame,
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closest_range=min_dist_frame,
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min_distance=min_dist)
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def closest_approach_to_camera(scene, speaker_object):
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max_dist = sys.float_info.max
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at_time = scene.frame_start
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for frame in range(scene.frame_start, scene.frame_end + 1):
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scene.frame_set(frame)
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rel = speaker_object.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
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dist = norm(rel)
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if dist < max_dist:
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max_dist = dist
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at_time = frame
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return (max_dist, at_time)
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def track_speaker_to_camera(speaker, camera):
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camera_lock = speaker.constraints.new('TRACK_TO')
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camera_lock.target = bpy.context.scene.camera
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camera_lock.use_target_z = True
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def random_sound_startswith(prefix):
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sounds = [sound for sound in bpy.data.sounds if sound.name.startswith(prefix)]
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return choice(sounds)
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def spot_audio(context, speaker, trigger_mode, sync_peak, sound_peak, sound_length, gaussian_stddev, envelope):
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if trigger_mode == TriggerMode.START_FRAME:
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audio_scene_in = context.scene.frame_start
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elif trigger_mode == TriggerMode.MIN_DISTANCE:
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audio_scene_in = envelope.closest_range
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elif trigger_mode == TriggerMode.RANDOM:
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audio_scene_in = floor(uniform(context.scene.frame_start, context.scene.frame_end))
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elif trigger_mode == TriggerMode.RANDOM_GAUSSIAN:
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mean = (context.scene.frame_end - context.scene.frame_start) / 2
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audio_scene_in = floor(gauss(mean, gaussian_stddev))
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target_strip = speaker.animation_data.nla_tracks[0].strips[0]
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if sync_peak:
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peak = int(sound_peak)
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audio_scene_in = audio_scene_in - peak
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audio_scene_in = max(audio_scene_in, 0)
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# we have to do this weird dance because setting a start time
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# that happens after the end time has side effects
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target_strip.frame_end = context.scene.frame_end
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target_strip.frame_start = audio_scene_in
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target_strip.frame_end = audio_scene_in + sound_length
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def sync_audio(speaker, sound, context, sync_peak, trigger_mode, gaussian_stddev, sound_bank, envelope):
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print("sync_audio entered")
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fps = context.scene.render.fps
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audiofile_info = sound_bank.get_audiofile_info(sound, fps)
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spot_audio(context=context, speaker=speaker, trigger_mode=trigger_mode,
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gaussian_stddev=gaussian_stddev, sync_peak=sync_peak,
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sound_peak= audiofile_info[0], sound_length=audiofile_info[1],
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envelope=envelope)
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def constrain_speaker_to_mesh(speaker_obj, mesh):
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speaker_obj.constraints.clear()
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location_loc = speaker_obj.constraints.new(type='COPY_LOCATION')
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location_loc.target = mesh
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location_loc.target = mesh
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def apply_gain_envelope(speaker_obj, envelope):
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pass
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def add_speakers_to_meshes(meshes, context, sound=None,
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sound_name_prefix = None,
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sync_peak = False,
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trigger_mode = TriggerMode.START_FRAME,
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gaussian_stddev = 1.
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):
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context.scene.frame_set(0)
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sound_bank = SoundBank(prefix=sound_name_prefix)
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for mesh in meshes:
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if mesh.type != 'MESH':
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print("object is not mesh")
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continue
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envelope = sound_camera_spatial_envelope(context.scene, mesh, considered_range=5.)
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speaker_obj = next( (spk for spk in context.scene.objects \
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if spk.type == 'SPEAKER' and spk.constraints['Copy Location'].target == mesh ), None)
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if speaker_obj is None:
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bpy.ops.object.speaker_add()
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speaker_obj = context.selected_objects[0]
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constrain_speaker_to_mesh(speaker_obj, mesh)
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if sound_name_prefix is not None:
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sound = sound_bank.random_sound()
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if sound is not None:
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speaker_obj.data.sound = sound
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sync_audio(speaker_obj, sound, context,
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sync_peak=sync_peak,
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trigger_mode=trigger_mode,
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gaussian_stddev=gaussian_stddev,
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sound_bank=sound_bank, envelope=envelope)
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apply_gain_envelope(speaker_obj, envelope)
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speaker_obj.data.update_tag()
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track_speaker_to_camera(speaker_obj, context.scene.camera)
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421
sound_objects/intern/generate_adm.py
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421
sound_objects/intern/generate_adm.py
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@@ -0,0 +1,421 @@
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import sys
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import bpy
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import os
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from ear.fileio.utils import openBw64
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from ear.fileio.bw64.utils import interleave
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from ear.fileio.bw64.chunks import (FormatInfoChunk, ChnaChunk)
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from ear.fileio.adm import chna as adm_chna
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from ear.fileio.adm.xml import adm_to_xml
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from ear.fileio.adm.elements.block_formats import (AudioBlockFormatObjects, JumpPosition)
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from ear.fileio.adm.elements.geom import ObjectCartesianPosition
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from ear.fileio.adm.builder import (ADMBuilder, TypeDefinition)
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from ear.fileio.adm.generate_ids import generate_ids
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import lxml
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import uuid
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from fractions import Fraction
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import struct
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import numpy
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from numpy.linalg import norm
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from mathutils import Quaternion, Vector
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from time import strftime
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from math import sqrt
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from dataclasses import dataclass
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from typing import List, Tuple
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class FrameInterval:
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def __init__(self, start_frame, end_frame):
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self.start_frame = int(start_frame)
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self.end_frame = int(end_frame)
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def overlaps(self, other : 'FrameInterval') -> bool:
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return self.start_frame <= other.start_frame <= self.end_frame or \
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other.start_frame <= self.start_frame <= other.end_frame
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def compute_relative_vector(camera: bpy.types.Camera, target: bpy.types.Object):
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"""
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Return a vector from `camera` to `target` in the camera's coordinate space.
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The camera's lens is assumed to be norm to the ZX plane.
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"""
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cam_loc, cam_rot, _ = camera.matrix_world.decompose()
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target_loc, _, _ = target.matrix_world.decompose()
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relative_vector = target_loc - cam_loc
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rotation = cam_rot.to_matrix().transposed()
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relative_vector.rotate(rotation)
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# The camera's worldvector is norm to the horizon, we want a vector
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# down the barrel.
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camera_correction = Quaternion( ( sqrt(2.) / 2. , sqrt(2.) / 2. , 0. , 0.) )
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relative_vector.rotate(camera_correction)
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return relative_vector
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def room_norm_vector(vec, room_size=1.) -> Vector:
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"""
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The Room is tearing me apart, Lisa.
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The room is a cube with the camera at its center. We use a chebyshev normalization
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to convert a vector in world or camera space into a vector the represents the projection
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of that vector onto the room's walls.
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The Pro Tools/Dolby Atmos workflow I am targeting uses "Room Centric" panner coordinates
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("cartesian allocentric coordinates" in ADM speak) and this process seems to yield good
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results.
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"""
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chebyshev = norm(vec, ord=numpy.inf)
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if chebyshev < room_size:
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return vec / room_size
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else:
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return vec / chebyshev
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def closest_approach_to_camera(scene, speaker_object) -> (float, int):
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max_dist = sys.float_info.max
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at_time = scene.frame_start
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for frame in range(scene.frame_start, scene.frame_end + 1):
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scene.frame_set(frame)
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rel = speaker_object.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
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dist = norm(rel)
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if dist < max_dist:
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max_dist = dist
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at_time = frame
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return (max_dist, at_time)
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def speaker_active_time_range(speaker) -> FrameInterval:
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"""
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The time range this speaker must control in order to sound right.
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At this time this is assuming the str
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"""
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start, end = 0xffffffff, -0xffffffff
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for track in speaker.animation_data.nla_tracks:
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for strip in track.strips:
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if strip.frame_start < start:
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start = strip.frame_start
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if strip.frame_end > end:
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end = strip.frame_end
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return FrameInterval(start_frame=start, end_frame=end)
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def speakers_by_min_distance(scene, speakers):
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def min_distance(speaker):
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return closest_approach_to_camera(scene, speaker)[0]
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return sorted(speakers, key=(lambda spk: min_distance(spk)))
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def speakers_by_start_time(speaker_objs):
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return sorted(speaker_objs, key=(lambda spk: speaker_active_time_range(spk).start_frame))
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def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
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def list_can_accept_speaker(speaker_list, speaker_to_test):
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"""
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returns True if speaker_list contains no speakers active in
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the range speaker_to_test is active in
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"""
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test_range = speaker_active_time_range(speaker_to_test)
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for spk in speaker_list:
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spk_range = speaker_active_time_range(spk)
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if spk_range.overlaps(test_range):
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return False
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return True
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by_priority = speakers_by_min_distance(scene, speakers)
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ret_val = [[]]
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for spk in by_priority:
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success = False # flaggy-flag because I can't do a break->continue from the inner
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for elem in ret_val:
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if list_can_accept_speaker(elem, spk):
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elem.append(spk)
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success = True
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break
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if not success:
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ret_val.append([spk])
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for i in range(len(ret_val)):
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ret_val[i] = speakers_by_start_time(ret_val[i])
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return ret_val
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def adm_block_formats_for_speakers(scene, speaker_objs, room_size=1.):
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fps = scene.render.fps
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block_formats = []
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for speaker_obj in speakers_by_start_time(speaker_objs):
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speaker_interval = speaker_active_time_range(speaker_obj)
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for frame in range(speaker_interval.start_frame, speaker_interval.end_frame + 1):
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scene.frame_set(frame)
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relative_vector = compute_relative_vector(camera=scene.camera, target=speaker_obj)
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norm_vec = room_norm_vector(relative_vector, room_size=room_size)
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pos = ObjectCartesianPosition(X=norm_vec.x , Y=norm_vec.y , Z=norm_vec.z)
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if len(block_formats) == 0 or pos != block_formats[-1].position:
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jp = JumpPosition(flag=True, interpolationLength=Fraction(1,fps * 2) )
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block = AudioBlockFormatObjects(position= pos,
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rtime=Fraction(frame,fps),
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duration=Fraction(1,fps) ,
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cartesian=True,
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jumpPosition=jp)
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block_formats.append(block)
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else:
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block_formats[-1].duration = block_formats[-1].duration + Fraction(1,fps)
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return block_formats
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def adm_for_object(scene, speakers_this_mixdown, room_size, b, i, frame_start, fps, frame_end, wav_format):
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block_formats = adm_block_formats_for_speakers(scene=scene,
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speaker_objs=speakers_this_mixdown,
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room_size=room_size)
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created = b.create_item_objects(track_index=i,
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name=speakers_this_mixdown[0].name,
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block_formats=block_formats)
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created.audio_object.start = Fraction(frame_start, fps)
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created.audio_object.duration = Fraction(frame_end - frame_start, fps)
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created.track_uid.sampleRate = wav_format.sampleRate
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created.track_uid.bitDepth = wav_format.bitsPerSample
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def adm_for_scene(scene, speaker_groups, wav_format, room_size):
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b = ADMBuilder()
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frame_start = scene.frame_start
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frame_end = scene.frame_end
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fps = scene.render.fps
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b.create_programme(audioProgrammeName=scene.name,
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start=Fraction(frame_start ,fps),
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end=Fraction(frame_end, fps) )
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b.create_content(audioContentName="Objects")
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for i, speakers_this_mixdown in enumerate(speaker_groups):
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adm_for_object(scene, speakers_this_mixdown, room_size, b, i, frame_start, fps, frame_end, wav_format)
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adm = b.adm
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generate_ids(adm)
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chna = ChnaChunk()
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adm_chna.populate_chna_chunk(chna, adm)
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return adm_to_xml(adm), chna
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########################################################################
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# File writing functions below
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def bext_data(scene, speaker_obj, sample_rate, room_size):
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description = "SCENE={};ROOM_SIZE={}\n".format(scene.name, room_size).encode("ascii")
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originator_name = "Blender {}".format(bpy.app.version_string).encode("ascii")
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originator_ref = uuid.uuid1().hex.encode("ascii")
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date10 = strftime("%Y-%m-%d").encode("ascii")
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time8 = strftime("%H:%M:%S").encode("ascii")
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timeref = int(float(scene.frame_start) * sample_rate / float(scene.render.fps))
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version = 0
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umid = b"\0" * 64
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pad = b"\0" * 190
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data = struct.pack("<256s32s32s10s8sQH64s190s", description, originator_name,
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originator_ref, date10, time8, timeref, version, umid, pad)
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return data
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def load_infiles_for_muxing(mixdowns):
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infiles = []
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shortest_file = 0xFFFFFFFFFFFF
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for elem in mixdowns:
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infile = openBw64(elem[0], 'r')
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infiles.append(infile)
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if len(infile) < shortest_file:
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shortest_file = len(infile)
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return infiles, shortest_file
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def write_muxed_wav(mixdowns, scene, out_format, room_size, outfile, shortest_file, object_count, infiles):
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#print("write_muxed_wav entered")
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READ_BLOCK=1024
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speaker_groups = list(map(lambda x: x[1], mixdowns))
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adm, chna = adm_for_scene(scene, speaker_groups, out_format, room_size=room_size)
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outfile.axml = lxml.etree.tostring(adm, pretty_print=True)
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outfile.chna = chna
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outfile.bext = bext_data(scene, None, out_format.sampleRate, room_size=room_size)
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cursor = 0
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while True:
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remainder = shortest_file - cursor
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to_read = min(READ_BLOCK, remainder)
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if to_read == 0:
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break
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buffer = numpy.zeros((to_read, object_count))
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for i, infile in enumerate(infiles):
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buffer[: , i] = infile.read(to_read)[: , 0]
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outfile.write(buffer)
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cursor = cursor + to_read
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|
||||
def mux_adm_from_object_mixdowns(scene, mixdowns_spk_list_tuple, output_filename=None, room_size=1.):
|
||||
"""
|
||||
mixdowns are a tuple of wave filename, and corresponding speaker object
|
||||
"""
|
||||
#print("mux_adm_from_object_mixdowns entered")
|
||||
|
||||
object_count = len(mixdowns_spk_list_tuple)
|
||||
assert object_count > 0
|
||||
|
||||
infiles, shortest_file = load_infiles_for_muxing(mixdowns_spk_list_tuple)
|
||||
|
||||
out_file = output_filename or os.path.join(os.path.dirname(mixdowns_spk_list_tuple[0][0]),
|
||||
bpy.path.clean_name(scene.name) + ".wav")
|
||||
|
||||
out_format = FormatInfoChunk(channelCount=object_count,
|
||||
sampleRate=infiles[0].sampleRate,
|
||||
bitsPerSample=infiles[0].bitdepth)
|
||||
|
||||
with openBw64(out_file, 'w', formatInfo=out_format) as outfile:
|
||||
write_muxed_wav(mixdowns_spk_list_tuple, scene, out_format, room_size, outfile, shortest_file, object_count, infiles)
|
||||
|
||||
for infile in infiles:
|
||||
infile._buffer.close()
|
||||
|
||||
|
||||
def rm_object_mixes(mixdowns):
|
||||
#print("rm_object_mixes entered")
|
||||
for elem in mixdowns:
|
||||
os.remove(elem[0])
|
||||
|
||||
|
||||
def all_speakers(scene):
|
||||
return [obj for obj in scene.objects if obj.type == 'SPEAKER']
|
||||
|
||||
|
||||
def solo_speakers(scene, solo_group):
|
||||
for speaker in all_speakers(scene):
|
||||
if speaker in solo_group:
|
||||
speaker.data.muted = False
|
||||
else:
|
||||
speaker.data.muted = True
|
||||
|
||||
speaker.data.update_tag()
|
||||
|
||||
|
||||
def unmute_all_speakers(scene):
|
||||
for speaker in all_speakers(scene):
|
||||
speaker.data.muted = False
|
||||
speaker.data.update_tag()
|
||||
|
||||
|
||||
def create_mixdown_for_object(scene, speaker_group, basedir):
|
||||
solo_speakers(scene, speaker_group)
|
||||
|
||||
scene_name = bpy.path.clean_name(scene.name)
|
||||
speaker_name = bpy.path.clean_name(speaker_group[0].name)
|
||||
|
||||
fn = os.path.join(basedir, "%s_%s.wav" % (scene_name, speaker_name) )
|
||||
bpy.ops.sound.mixdown(filepath=fn, container='WAV', codec='PCM', format='S24')
|
||||
print("Created mixdown named {}".format(fn))
|
||||
|
||||
unmute_all_speakers(scene)
|
||||
return fn
|
||||
|
||||
|
||||
def generate_speaker_mixdowns(scene, speaker_groups, filepath):
|
||||
basedir = os.path.dirname(filepath)
|
||||
|
||||
for speaker_group in speaker_groups:
|
||||
fn = create_mixdown_for_object(scene, speaker_group, basedir)
|
||||
yield (fn, speaker_group)
|
||||
|
||||
|
||||
def save_output_state(context):
|
||||
"""
|
||||
save render settings that we change to produce object WAV files
|
||||
"""
|
||||
ff = context.scene.render.image_settings.file_format
|
||||
codec = context.scene.render.ffmpeg.audio_codec
|
||||
chans = context.scene.render.ffmpeg.audio_channels
|
||||
return (ff, codec, chans)
|
||||
|
||||
|
||||
def restore_output_state(ctx, context):
|
||||
context.scene.render.image_settings.file_format = ctx[0]
|
||||
context.scene.render.ffmpeg.audio_codec = ctx[1]
|
||||
context.scene.render.ffmpeg.audio_channels = ctx[2]
|
||||
|
||||
|
||||
def group_sounds(sound_sources, scene, max_objects):
|
||||
object_groups = group_speakers(sound_sources, scene)
|
||||
too_far_speakers = []
|
||||
if len(object_groups) > max_objects:
|
||||
too_far_speakers = object_groups[max_objects:]
|
||||
object_groups = object_groups[0:max_objects]
|
||||
|
||||
print("Will create {} objects for {} sources, ignoring {} sources".format(
|
||||
len(object_groups), len(sound_sources), len(too_far_speakers)))
|
||||
|
||||
for i, group in enumerate(object_groups):
|
||||
print("Object Group %i"%i)
|
||||
for source in group:
|
||||
print(" - %s" % source.name)
|
||||
return object_groups, too_far_speakers
|
||||
|
||||
|
||||
def generate_adm(context, filepath, room_size, max_objects):
|
||||
ctx = save_output_state(context)
|
||||
|
||||
scene = bpy.context.scene
|
||||
|
||||
scene.render.image_settings.file_format = 'FFMPEG'
|
||||
scene.render.ffmpeg.audio_codec = 'PCM'
|
||||
scene.render.ffmpeg.audio_channels = 'MONO'
|
||||
|
||||
sound_sources = all_speakers(scene)
|
||||
|
||||
object_groups, _ = group_sounds(sound_sources, scene, max_objects)
|
||||
|
||||
mixdowns_spk_list_tuple = list(generate_speaker_mixdowns(scene, object_groups, filepath))
|
||||
mixdown_count = len(mixdowns_spk_list_tuple)
|
||||
|
||||
if mixdown_count == 0:
|
||||
return {'FINISHED'}
|
||||
else:
|
||||
mux_adm_from_object_mixdowns(scene, mixdowns_spk_list_tuple,
|
||||
output_filename= filepath,
|
||||
room_size=room_size)
|
||||
|
||||
#cleanup
|
||||
#print("Will delete {} input object files".format(len(mixdowns_spk_list_tuple)))
|
||||
rm_object_mixes(mixdowns_spk_list_tuple)
|
||||
restore_output_state(ctx, context)
|
||||
return {'FINISHED'}
|
||||
46
sound_objects/intern/soundbank.py
Normal file
46
sound_objects/intern/soundbank.py
Normal file
@@ -0,0 +1,46 @@
|
||||
import bpy
|
||||
|
||||
import numpy
|
||||
|
||||
from typing import List
|
||||
from random import choice
|
||||
from aud import Sound
|
||||
|
||||
|
||||
class SoundBank:
|
||||
def __init__(self, prefix):
|
||||
self.prefix = prefix
|
||||
self.cached_info = {}
|
||||
|
||||
def sounds(self) -> List[Sound]:
|
||||
return [sound for sound in bpy.data.sounds if sound.name.startswith(self.prefix)]
|
||||
|
||||
def random_sound(self) -> Sound:
|
||||
return choice(self.sounds())
|
||||
|
||||
def get_audiofile_info(self, sound, fps) -> (int, int):
|
||||
"""
|
||||
Returns frame of max_peak and duration in frames
|
||||
"""
|
||||
|
||||
if sound.filepath in self.cached_info.keys():
|
||||
return self.cached_info[sound.filepath]
|
||||
|
||||
if sound.filepath.startswith("//"):
|
||||
path = bpy.path.abspath(sound.filepath)
|
||||
else:
|
||||
path = sound.filepath
|
||||
|
||||
aud_sound = Sound(path)
|
||||
samples = aud_sound.data()
|
||||
sample_rate = aud_sound.specs[0]
|
||||
index = numpy.where(samples == numpy.amax(samples))[0][0]
|
||||
max_peak_frame = (index * fps / sample_rate)
|
||||
|
||||
sample_count = aud_sound.length
|
||||
frame_length = sample_count * fps / sample_rate
|
||||
|
||||
retvalue = (max_peak_frame , frame_length)
|
||||
self.cached_info[sound.filepath] = retvalue
|
||||
|
||||
return retvalue
|
||||
Reference in New Issue
Block a user