Isolating project from my addons folder
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175
intern/add_sound_to_meshes.py
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175
intern/add_sound_to_meshes.py
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import bpy
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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 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 spot_audio(context, speaker, trigger_mode, sync_peak, sound_peak, sound_length, gaussian_stddev, envelope):
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audio_scene_in = context.scene.frame_start
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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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track_speaker_to_camera(speaker_obj, context.scene.camera)
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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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