Renovating this code
This commit is contained in:
@@ -27,16 +27,20 @@ class SpatialEnvelope:
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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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def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj,
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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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assert scene.camera
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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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rel = speaker_obj.matrix_world.to_translation() \
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- 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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@@ -44,7 +48,7 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
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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 = float(dist)
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min_dist_frame = frame
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if dist > considered_range and in_range:
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@@ -52,6 +56,9 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
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in_range = False
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break
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assert enters_range_frame
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assert exits_range_frame
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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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@@ -64,7 +71,8 @@ def closest_approach_to_camera(scene, speaker_object):
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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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rel = speaker_object.matrix_world.to_translation(
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) - 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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@@ -74,7 +82,7 @@ def closest_approach_to_camera(scene, speaker_object):
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return (max_dist, at_time)
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def track_speaker_to_camera(speaker, camera):
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def track_speaker_to_camera(speaker):
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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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@@ -89,7 +97,8 @@ def spot_audio(context, speaker, trigger_mode, sync_peak, sound_peak, sound_leng
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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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audio_scene_in = floor(
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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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@@ -127,11 +136,6 @@ def constrain_speaker_to_mesh(speaker_obj, mesh):
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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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@@ -146,7 +150,8 @@ def add_speakers_to_meshes(meshes, context, sound=None,
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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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envelope = sound_camera_spatial_envelope(
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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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@@ -156,7 +161,7 @@ def add_speakers_to_meshes(meshes, context, sound=None,
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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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track_speaker_to_camera(speaker_obj, context.scene.camera)
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track_speaker_to_camera(speaker_obj)
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if sound_name_prefix is not None:
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sound = sound_bank.random_sound()
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@@ -1,7 +1,5 @@
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import bpy
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from contextlib import contextmanager
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import lxml
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import uuid
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from fractions import Fraction
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@@ -33,6 +31,17 @@ from .speaker_utils import (all_speakers)
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def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
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"""
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Accepts a list of speakers and a scene, and returns a list of lists.
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Each list contains a list of speakers which are guaranteed to not have
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overlapping sounds. Each of the child lists contains a list of speaker
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objects in ascending order by start time.
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Speakers are allocated to lists on the basis of their minimum distance to
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the camera according to `speakers_by_min_distance`. Closer sounds will
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appear on the earliest list if there is no overlap.
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"""
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def list_can_accept_speaker(speaker_list, speaker_to_test):
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test_range = speaker_active_time_range(speaker_to_test)
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@@ -62,7 +71,7 @@ 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, sound_object: ObjectMix, room_size, adm_builder, object_index):
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def adm_for_object(scene: bpy.types.Scene, sound_object: ObjectMix, room_size, 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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@@ -79,7 +88,7 @@ def adm_for_object(scene, sound_object: ObjectMix, room_size, adm_builder, objec
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created.track_uid.bitDepth = sound_object.bits_per_sample
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def adm_for_scene(scene, sound_objects: List[ObjectMix], room_size):
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def adm_for_scene(scene: bpy.types.Scene, sound_object_mixes: List[ObjectMix], room_size):
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adm_builder = ADMBuilder()
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frame_start = scene.frame_start
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@@ -92,7 +101,7 @@ def adm_for_scene(scene, sound_objects: List[ObjectMix], room_size):
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adm_builder.create_content(audioContentName="Objects")
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for object_index, sound_object in enumerate(sound_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, adm_builder, object_index)
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adm = adm_builder.adm
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@@ -178,11 +187,19 @@ def print_partition_results(object_groups, sound_sources, too_far_speakers):
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print(" - %s" % source.name)
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def partition_sounds_to_objects(scene, max_objects):
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def partition_sounds_to_objects(scene, max_objects) -> \
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tuple[list[list[bpy.types.Speaker]], list[bpy.types.Speaker]]:
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"""
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Allocates sounds in the scene into non-overlapping lists of sounds. The
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second return value is the list of sounds that could not be allocated
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because the max_objects limit was exceeded.
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Sounds are allocated to lists according to `group_speakers`.
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"""
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sound_sources = all_speakers(scene)
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if len(sound_sources) == 0:
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return []
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return [], []
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object_groups = group_speakers(sound_sources, scene)
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too_far_speakers = []
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@@ -196,7 +213,8 @@ 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, max_objects: int):
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def generate_adm(context: bpy.types.Context, filepath: str, room_size: float,
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max_objects: int) -> dict:
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scene = context.scene
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object_groups, _ = partition_sounds_to_objects(scene, max_objects)
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@@ -105,6 +105,10 @@ def speaker_active_time_range(speaker) -> FrameInterval:
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def speakers_by_min_distance(scene, speakers):
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"""
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Sorts a list of speaker objects in ascending order by their closest
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approach to the camera. Objects that approach closest are sorted highest.
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"""
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def min_distance(speaker):
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return closest_approach_to_camera(scene, speaker)[0]
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@@ -1,4 +1,6 @@
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def all_speakers(scene):
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import bpy
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def all_speakers(scene: bpy.types.Scene) -> list[bpy.types.Object]:
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return [obj for obj in scene.objects if obj.type == 'SPEAKER']
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