Removing dead code for ADM
This commit is contained in:
@@ -1,32 +1,14 @@
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import bpy
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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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from os.path import dirname
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import numpy
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from time import strftime
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from typing import List
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from ear.fileio.utils import openBw64
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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.builder import (ADMBuilder)
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from ear.fileio.adm.generate_ids import generate_ids
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from .geom_utils import (speaker_active_time_range,
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speakers_by_min_distance,
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speakers_by_start_time)
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from .object_mix import (ObjectMix, ObjectMixPool,
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object_mixes_from_source_groups)
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from .object_mix import (ObjectMixPool, object_mixes_from_source_groups)
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from .speaker_utils import (all_speakers)
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@@ -57,7 +39,8 @@ def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
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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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success = False # flaggy-flag because I can't do a break->continue
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# 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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@@ -72,123 +55,123 @@ def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
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return ret_val
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def adm_for_object(scene: bpy.types.Scene, sound_object: ObjectMix, room_size,
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adm_builder, object_index):
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fps = scene.render.fps
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frame_start = scene.frame_start
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frame_end = scene.frame_end
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block_formats = sound_object.adm_block_formats(room_size=room_size)
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created = adm_builder.create_item_objects(track_index=object_index,
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name=sound_object.object_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 = sound_object.sample_rate
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created.track_uid.bitDepth = sound_object.bits_per_sample
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# def adm_for_object(scene: bpy.types.Scene, sound_object: ObjectMix, room_size,
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# adm_builder, object_index):
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# fps = scene.render.fps
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# frame_start = scene.frame_start
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# frame_end = scene.frame_end
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#
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# # block_formats = sound_object.adm_block_formats(room_size=room_size)
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#
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# created = adm_builder.create_item_objects(track_index=object_index,
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# name=sound_object.object_name,
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# block_formats=block_formats)
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#
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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 = sound_object.sample_rate
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# created.track_uid.bitDepth = sound_object.bits_per_sample
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def adm_for_scene(scene: bpy.types.Scene, sound_object_mixes: List[ObjectMix],
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room_size):
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adm_builder = ADMBuilder()
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# def adm_for_scene(scene: bpy.types.Scene, sound_object_mixes: List[ObjectMix],
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# room_size):
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# adm_builder = ADMBuilder()
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#
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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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#
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# adm_builder.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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#
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# adm_builder.create_content(audioContentName="Objects")
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#
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# for object_index, sound_object in enumerate(sound_object_mixes):
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# adm_for_object(scene, sound_object, room_size,
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# adm_builder, object_index)
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#
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# adm = adm_builder.adm
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#
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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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#
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# return adm_to_xml(adm), chna
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#
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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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adm_builder.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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adm_builder.create_content(audioContentName="Objects")
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for object_index, sound_object in enumerate(sound_object_mixes):
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adm_for_object(scene, sound_object, room_size,
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adm_builder, object_index)
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adm = adm_builder.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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# def bext_data(scene, sample_rate, room_size):
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# description = "SCENE={};ROOM_SIZE={}\n".format(
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# scene.name, room_size).encode("ascii")
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# originator_name = "Blender {}".format(
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# 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) *
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# 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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#
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# data = struct.pack("<256s32s32s10s8sQH64s190s", description,
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# originator_name, originator_ref, date10, time8, timeref,
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# version, umid, pad)
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#
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# return data
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#
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#
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# def attach_outfile_metadata(out_format, outfile, room_size, scene,
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# sound_objects):
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# adm, chna = adm_for_scene(scene, sound_objects, 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, out_format.sampleRate, room_size=room_size)
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#
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#
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# def write_outfile_audio_data(outfile, shortest_file, sound_objects):
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# READ_BLOCK = 1024
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# cursor = 0
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#
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# # Not sure if this is necessary but lets do it
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# for obj in sound_objects:
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# obj.mixdown_reader.seek(0)
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#
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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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#
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# buffer = numpy.zeros((to_read, len(sound_objects)))
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# for i, sound_object in enumerate(sound_objects):
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# buffer[:, i] = sound_object.mixdown_reader.read(to_read)[:, 0]
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#
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# outfile.write(buffer)
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# cursor = cursor + to_read
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def bext_data(scene, sample_rate, room_size):
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description = "SCENE={};ROOM_SIZE={}\n".format(
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scene.name, room_size).encode("ascii")
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originator_name = "Blender {}".format(
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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) *
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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,
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originator_name, originator_ref, date10, time8, timeref,
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version, umid, pad)
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return data
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def attach_outfile_metadata(out_format, outfile, room_size, scene,
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sound_objects):
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adm, chna = adm_for_scene(scene, sound_objects, 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, out_format.sampleRate, room_size=room_size)
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def write_outfile_audio_data(outfile, shortest_file, sound_objects):
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READ_BLOCK = 1024
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cursor = 0
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# Not sure if this is necessary but lets do it
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for obj in sound_objects:
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obj.mixdown_reader.seek(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, len(sound_objects)))
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for i, sound_object in enumerate(sound_objects):
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buffer[:, i] = sound_object.mixdown_reader.read(to_read)[:, 0]
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outfile.write(buffer)
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cursor = cursor + to_read
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def write_muxed_wav(mix_pool: ObjectMixPool, scene, out_format, room_size,
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outfile, shortest_file):
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sound_objects = mix_pool.object_mixes
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attach_outfile_metadata(out_format, outfile,
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room_size, scene, sound_objects)
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write_outfile_audio_data(outfile, shortest_file, sound_objects)
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def mux_adm_from_object_mix_pool(scene, mix_pool: ObjectMixPool,
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output_filename, room_size=1.):
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object_count = len(mix_pool.object_mixes)
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assert object_count > 0
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out_format = FormatInfoChunk(channelCount=object_count,
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sampleRate=scene.render.ffmpeg.audio_mixrate,
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bitsPerSample=24)
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with openBw64(output_filename, 'w', formatInfo=out_format) as outfile:
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write_muxed_wav(mix_pool, scene, out_format, room_size,
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outfile, mix_pool.shortest_file_length)
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# def write_muxed_wav(mix_pool: ObjectMixPool, scene, out_format, room_size,
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# outfile, shortest_file):
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# sound_objects = mix_pool.object_mixes
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# attach_outfile_metadata(out_format, outfile,
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# room_size, scene, sound_objects)
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# write_outfile_audio_data(outfile, shortest_file, sound_objects)
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#
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#
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# def mux_adm_from_object_mix_pool(scene, mix_pool: ObjectMixPool,
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# output_filename, room_size=1.):
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# object_count = len(mix_pool.object_mixes)
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# assert object_count > 0
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#
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# out_format = FormatInfoChunk(channelCount=object_count,
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# sampleRate=scene.render.ffmpeg.audio_mixrate,
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# bitsPerSample=24)
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#
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# with openBw64(output_filename, 'w', formatInfo=out_format) as outfile:
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# write_muxed_wav(mix_pool, scene, out_format, room_size,
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# outfile, mix_pool.shortest_file_length)
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#
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def print_partition_results(object_groups, sound_sources, too_far_speakers):
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print("Will create {} objects for {} sources, ignoring {} sources".format(
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@@ -225,7 +208,8 @@ def partition_sounds_to_objects(scene, max_objects) -> \
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return object_groups, too_far_speakers
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def generate_adm(context: bpy.types.Context, filepath: str, room_size: float,
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def generate_adm(context: bpy.types.Context, filepath: str,
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room_size: float,
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max_objects: int) -> set[str]:
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scene = context.scene
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@@ -239,10 +223,8 @@ def generate_adm(context: bpy.types.Context, filepath: str, room_size: float,
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base_dir=dirname(filepath))
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with ObjectMixPool(object_mixes=mix_groups) as pool:
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mux_adm_from_object_mix_pool(scene, mix_pool=pool,
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output_filename=filepath,
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room_size=room_size)
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print("Finished muxing ADM")
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# here is where we place the mix objects into the session
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pass
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print("generate_adm exiting")
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# print("generate_adm exiting")
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return {'FINISHED'}
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