Reorganizing source
Moving functions out and getting files shorter
This commit is contained in:
180
sound_objects/add_sound_to_meshes.py
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180
sound_objects/add_sound_to_meshes.py
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@@ -0,0 +1,180 @@
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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 choice, 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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@@ -3,235 +3,7 @@ import bpy
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from bpy.types import Operator
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from bpy.props import BoolProperty, StringProperty, EnumProperty, FloatProperty
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import bpy
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from aud import Sound
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import numpy
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from numpy.linalg import norm
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from random import choice, 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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from typing import List
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import sys
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# bl_info = {
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# "name": "Add Sounds to Objects",
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# "description": "Adds sounds to selected mesh objects",
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# "author": "Jamie Hardt",
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# "version": (0, 21),
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# "blender": (2, 90, 0),
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# "category": "Object",
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# }
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class SoundBank:
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def __init__(self, prefix):
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self.prefix = prefix
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self.cached_info = {}
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def sounds(self) -> List[Sound]:
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return [sound for sound in bpy.data.sounds if sound.name.startswith(self.prefix)]
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def random_sound(self) -> Sound:
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return choice(self.sounds())
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def get_audiofile_info(self, sound, fps) -> (int, int):
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"""
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Returns frame of max_peak and duration in frames
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"""
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if sound.filepath in self.cached_info.keys():
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return self.cached_info[sound.filepath]
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if sound.filepath.startswith("//"):
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path = bpy.path.abspath(sound.filepath)
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else:
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path = sound.filepath
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aud_sound = Sound(path)
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samples = aud_sound.data()
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sample_rate = aud_sound.specs[0]
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index = numpy.where(samples == numpy.amax(samples))[0][0]
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max_peak_frame = (index * fps / sample_rate)
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sample_count = aud_sound.length
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frame_length = sample_count * fps / sample_rate
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retvalue = (max_peak_frame , frame_length)
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self.cached_info[sound.filepath] = retvalue
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return retvalue
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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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#########
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from .add_sound_to_meshes import add_speakers_to_meshes, TriggerMode
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class AddSoundToMeshOperator(Operator):
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"""Add a speaker to each selected object"""
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@@ -29,15 +29,6 @@ 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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# bl_info = {
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# "name": "Export ADM Broadcast-WAV File",
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# "description": "Export a Broadcast-WAV with each speaker as an ADM object",
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# "author": "Jamie Hardt",
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# "version": (0, 23),
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# "warning": "Requires `ear` EBU ADM Renderer package to be installed",
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# "blender": (2, 90, 0),
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# "category": "Import-Export",
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# }
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class FrameInterval:
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def __init__(self, start_frame, end_frame):
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@@ -1,18 +1,6 @@
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import bpy
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import os
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# bl_info = {
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# "name": "Import WAV Files",
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# "description": "Import WAV files, with options to automatically pack and Fake user",
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# "author": "Jamie Hardt",
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# "version": (0, 20),
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# "blender": (2, 90, 0),
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# "location": "File > Import > WAV Audio Files",
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# "warning": "", # used for warning icon and text in addons panel
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# "support": "COMMUNITY",
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# "category": "Import-Export",
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# }
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def read_some_data(context, filepath, pack, dir, fake):
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def import_one(fp):
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@@ -32,13 +20,9 @@ def read_some_data(context, filepath, pack, dir, fake):
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else:
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import_one(filepath)
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return {'FINISHED'}
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# ImportHelper is a helper class, defines filename and
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||||
# invoke() function which calls the file selector.
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||||
from bpy_extras.io_utils import ImportHelper
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from bpy.props import StringProperty, BoolProperty, EnumProperty
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||||
from bpy.types import Operator
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||||
@@ -46,10 +30,9 @@ from bpy.types import Operator
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||||
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||||
class ImportWav(Operator, ImportHelper):
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||||
"""Import WAV audio files"""
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||||
bl_idname = "import_test.wav_file_batch" # important since its how bpy.ops.import_test.some_data is constructed
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||||
bl_idname = "import_test.wav_file_batch"
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||||
bl_label = "Import WAV Files"
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||||
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||||
# ImportHelper mixin class uses this
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||||
filename_ext = ".wav"
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||||
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||||
filter_glob: StringProperty(
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||||
@@ -57,14 +40,6 @@ class ImportWav(Operator, ImportHelper):
|
||||
options={'HIDDEN'},
|
||||
maxlen=255, # Max internal buffer length, longer would be clamped.
|
||||
)
|
||||
|
||||
# List of operator properties, the attributes will be assigned
|
||||
# to the class instance from the operator settings before calling.
|
||||
# pack_it_in: BoolProperty(
|
||||
# name="Pack Into .blend File",
|
||||
# description="Embed the audio data into the .blend file",
|
||||
# default=True,
|
||||
# )
|
||||
|
||||
fake: BoolProperty(
|
||||
name="Add Fake User",
|
||||
|
||||
41
sound_objects/soundbank.py
Normal file
41
sound_objects/soundbank.py
Normal file
@@ -0,0 +1,41 @@
|
||||
from typing import List
|
||||
|
||||
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