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a85d796f07
| Author | SHA1 | Date | |
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| a85d796f07 | |||
| 5e4fae092a | |||
| 4cbab3cd38 |
@@ -19,7 +19,8 @@ class FrameInterval:
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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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def compute_relative_vector(camera: bpy.types.Object,
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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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@@ -44,22 +45,24 @@ 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. The Room Vector is the immediate the X, Y and Z
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coordinate of the corresponding ADM Block Format source object position.
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The room is a cube with the camera at its center. We use a chebyshev
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normalization to convert a vector in world or camera space into a vector
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the represents the projection of that vector onto the room's walls. The
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Room Vector is the immediate the X, Y and Z coordinate of the corresponding
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ADM Block Format source object position.
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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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The Pro Tools/Dolby Atmos workflow I am targeting uses "Room Centric"
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panner coordinates ("cartesian allocentric coordinates" in ADM speak) and
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this process seems to yield good results.
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I also experimented with using normalized camera frame coordinates from the
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bpy_extras.object_utils.world_to_camera_view method and this gives very good results as
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long as the object is on-screen; coordinates for objects off the screen are unusable.
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bpy_extras.object_utils.world_to_camera_view method and this gives very
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good results as long as the object is on-screen; coordinates for objects
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off the screen are unusable.
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In the future it would be worth exploring wether there's a way to produce ADM
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coordinates that are "Screen-accurate" while the object is on-screen, but still gives
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sensible results when the object is off-screen as well.
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In the future it would be worth exploring wether there's a way to produce
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ADM coordinates that are "Screen-accurate" while the object is on-screen,
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but still gives sensible results when the object is off-screen as well.
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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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@@ -70,8 +73,8 @@ def room_norm_vector(vec, room_size=1.) -> Vector:
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def closest_approach_to_camera(scene, speaker_object) -> tuple[float, int]:
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"""
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The distance and frame number of `speaker_object`s closest point to
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the scene's camera.
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The distance and frame number of `speaker_object`s closest point to the
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scene's camera.
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(Works for any object, not just speakers.)
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"""
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@@ -118,4 +121,5 @@ def speakers_by_min_distance(scene, speakers):
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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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return sorted(speaker_objs,
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key=(lambda spk: speaker_active_time_range(spk).start_frame))
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@@ -4,10 +4,12 @@ from contextlib import contextmanager
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from fractions import Fraction
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from typing import List
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from ear.fileio.adm.elements import ObjectCartesianPosition, JumpPosition, AudioBlockFormatObjects
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from ear.fileio.adm.elements import (ObjectCartesianPosition, JumpPosition,
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AudioBlockFormatObjects)
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from ear.fileio.bw64 import Bw64Reader
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from .geom_utils import speaker_active_time_range, compute_relative_vector, room_norm_vector
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from .geom_utils import (speaker_active_time_range, compute_relative_vector,
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room_norm_vector)
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from .speaker_utils import solo_speakers, unmute_all_speakers
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@@ -89,12 +91,14 @@ class ObjectMix:
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scene_name = bpy.path.clean_name(scene.name)
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speaker_name = bpy.path.clean_name(self.object_name)
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self.intermediate_filename = os.path.join(self.base_dir, "%s_%s.wav" % (scene_name, speaker_name))
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self.intermediate_filename = os.path.join(
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self.base_dir, "%s_%s.wav" % (scene_name, speaker_name))
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bpy.ops.sound.mixdown(filepath=self.intermediate_filename,
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container='WAV', codec='PCM', format='S24')
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print("Created mixdown named {}".format(self.intermediate_filename))
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print("Created mixdown named {}"
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.format(self.intermediate_filename))
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unmute_all_speakers(scene)
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@@ -104,16 +108,24 @@ class ObjectMix:
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for speaker_obj in self.sources:
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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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for frame in range(speaker_interval.start_frame,
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speaker_interval.end_frame + 1):
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assert self.scene.camera
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self.scene.frame_set(frame)
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relative_vector = compute_relative_vector(camera=self.scene.camera, target=speaker_obj)
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relative_vector = compute_relative_vector(
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camera=self.scene.camera,
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target=speaker_obj)
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norm_vec = room_norm_vector(relative_vector, room_size=room_size)
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norm_vec = room_norm_vector(
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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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pos = ObjectCartesianPosition(X=norm_vec.x, Y=norm_vec.y,
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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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jp = JumpPosition(
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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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@@ -122,7 +134,8 @@ class ObjectMix:
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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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block_formats[-1].duration = block_formats[-1].duration + \
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Fraction(1, fps)
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return block_formats
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@@ -1,33 +1,36 @@
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, IntProperty
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from bpy.props import StringProperty, BoolProperty, FloatProperty, IntProperty
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from bpy.types import Operator
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from .intern.generate_adm import generate_adm
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class ADMWaveExport(Operator, ExportHelper):
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"""Export a Broadcast-WAV audio file with each speaker encoded as an ADM object"""
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bl_idname = "export.adm_wave_file" # important since its how bpy.ops.import_test.some_data is constructed
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bl_label = "Export ADM Wave File"
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# ExportHelper mixin class uses this
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class ADMWaveExport(Operator, ExportHelper):
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"""
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Export a Broadcast-WAV audio file with each speaker encoded as an ADM
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object
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"""
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bl_idname = "export.adm_wave_file" # important since its how
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bl_label = "Export ADM Wave File"
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filepath: str
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filename_ext = ".wav"
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filter_glob: StringProperty(
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filter_glob = StringProperty(
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default="*.wav",
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be clamped.
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)
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room_size: FloatProperty(
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room_size = FloatProperty(
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default=1.0,
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name="Room Size",
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description="Distance from the lens to the front room boundary",
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min=0.001,
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step=1.,
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step=1,
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unit='LENGTH'
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)
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max_objects: IntProperty(
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max_objects = IntProperty(
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name="Max Objects",
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description="Maximum number of object tracks to create",
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default=24,
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@@ -35,13 +38,14 @@ class ADMWaveExport(Operator, ExportHelper):
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max=118
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)
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create_bed: BoolProperty(
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create_bed = BoolProperty(
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name="Create 7.1 Bed",
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description="Create a bed for all sounds not included on object tracks",
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description="Create a bed for all sounds not included on object "
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"tracks",
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default=False,
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options={'HIDDEN'}
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)
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def execute(self, context):
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return generate_adm(context, self.filepath, self.room_size, self.max_objects)
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def execute(self, context) -> set:
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return generate_adm(context, self.filepath, self.room_size,
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self.max_objects)
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