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README.md
42
README.md
@@ -1,13 +1,16 @@
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# soundobjects Blender Add-On
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# soundobjects Blender Add-On
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**NOTE**: _Avid made some changes to ADM file import in Pro Tools and it no longer accepts ADMs made by
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**NOTE**: _Avid made some changes to ADM file import in Pro Tools and it no
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this plugin. It may still work with other DAWs._
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longer accepts ADMs made by this plugin. It may still work with other DAWs._
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This add-on adds three operators for working with immersive 3D audio in [Blender][blender], specifically it allows you to create ADM Broadcast
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This add-on adds three operators for working with immersive 3D audio in
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WAVE files for use with [Dolby Atmos][atmos] or other object-based sound mixing workflows.
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[Blender][blender], specifically it allows you to create ADM Broadcast WAVE
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files for use with [Dolby Atmos][atmos] or other object-based sound mixing
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workflows.
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[Here](https://vimeo.com/464569386) you can see a short demo of how to add sounds to an animated Blender scene and import the resulting file
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[Here](https://vimeo.com/464569386) you can see a short demo of how to add
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into Pro Tools and then play them into a Dolby DAPS Renderer.
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sounds to an animated Blender scene and import the resulting file into Pro
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Tools and then play them into a Dolby DAPS Renderer.
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[blender]: https://www.blender.org
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[blender]: https://www.blender.org
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[atmos]: https://www.dolby.com/technologies/dolby-atmos/
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[atmos]: https://www.dolby.com/technologies/dolby-atmos/
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@@ -16,25 +19,32 @@ into Pro Tools and then play them into a Dolby DAPS Renderer.
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### `import_test.wav_file_batch`
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### `import_test.wav_file_batch`
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**Import WAV Files:** This operator allows you to add multiple audio files to a .blend file so they'll be available to
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**Import WAV Files:** This operator allows you to add multiple audio files to a
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the *Add Sounds to Meshes* operator.
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.blend file so they'll be available to the *Add Sounds to Meshes* operator.
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### `object.add_speakers_to_obj`
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### `object.add_speakers_to_obj`
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**Add Sounds to Meshes:** This operator takes all the selected objects in the current scene and attaches a new speaker
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**Add Sounds to Meshes:** This operator takes all the selected objects in the
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locked to that object's location throughout the animation. You provide the prefix for the name of a set of sound files
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current scene and attaches a new speaker locked to that object's location
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added with the _Import WAV Files_ operator, and these are added to each selected object randomly. The sounds can be
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throughout the animation. You provide the prefix for the name of a set of sound
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timed to either begin playing at the beginning of the sequence, at a random time, or when the respective object is
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files
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added with the _Import WAV Files_ operator, and these are added to each
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selected object randomly. The sounds can be timed to either begin playing at
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the beginning of the sequence, at a random time, or when the respective object
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is
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closest to the scene's camera.
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closest to the scene's camera.
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### `export.adm_wave_file`
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### `export.adm_wave_file`
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**Export ADM Wave File:** This operator exports all of the speakers in a scene as an ADM Broadcast-WAV file compartible
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**Export ADM Wave File:** This operator exports all of the speakers in a scene
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with a Dolby Atmos rendering workflow. This produces a multichannel WAV file with embedded ADM metadata the passes
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as an ADM Broadcast-WAV file compartible with a Dolby Atmos rendering workflow.
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panning information to the client. (Has been tested and works with Avid Pro Tools 2020).
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This produces a multichannel WAV file with embedded ADM metadata the passes
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panning information to the client. (Has been tested and works with Avid Pro
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Tools 2020).
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## Requirements
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## Requirements
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This add-on requires that the [EBU Audio Renderer](https://github.com/ebu/ebu_adm_renderer) (`ear` v2.0) Python package
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This add-on requires that the [EBU Audio
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Renderer](https://github.com/ebu/ebu_adm_renderer) (`ear` v2.0) Python package
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be installed to Blender's Python.
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be installed to Blender's Python.
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@@ -1,8 +1,10 @@
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import bpy
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import bpy
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from numpy.linalg import norm
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from numpy.linalg import norm
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from numpy.typing import ArrayLike
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from random import uniform, gauss
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from random import uniform, gauss
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from math import floor
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from math import floor
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from enum import Enum
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from enum import Enum
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from typing import cast
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from dataclasses import dataclass
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from dataclasses import dataclass
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@@ -34,10 +36,9 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj,
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enters_range_frame = None
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enters_range_frame = None
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exits_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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in_range = False
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for frame in range(scene.frame_start, scene.frame_end + 1):
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for frame in range(scene.frame_start, scene.frame_end + 1):
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assert scene.camera
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scene.frame_set(frame)
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scene.frame_set(frame)
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rel = speaker_obj.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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- scene.camera.matrix_world.to_translation()
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@@ -66,14 +67,20 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj,
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min_distance=min_dist)
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min_distance=min_dist)
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def closest_approach_to_camera(scene, speaker_object):
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def closest_approach_to_camera(scene: bpy.types.Scene,
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speaker_object: bpy.types.Object) -> tuple[float, int]:
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"""
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Steps through the scene frame-by-frame and returns a tuple of
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(minumum_distance, at_frame_index)
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"""
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max_dist = sys.float_info.max
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max_dist = sys.float_info.max
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at_time = scene.frame_start
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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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for frame in range(scene.frame_start, scene.frame_end + 1):
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assert scene.camera
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scene.frame_set(frame)
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scene.frame_set(frame)
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rel = speaker_object.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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scene.camera.matrix_world.to_translation()
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dist = norm(rel)
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dist = float(norm(cast(ArrayLike, rel)))
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if dist < max_dist:
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if dist < max_dist:
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max_dist = dist
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max_dist = dist
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@@ -175,6 +182,4 @@ def add_speakers_to_meshes(meshes, context, sound=None,
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gaussian_stddev=gaussian_stddev,
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gaussian_stddev=gaussian_stddev,
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sound_bank=sound_bank, envelope=envelope)
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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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speaker_obj.data.update_tag()
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@@ -25,7 +25,8 @@ from .geom_utils import (speaker_active_time_range,
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speakers_by_min_distance,
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speakers_by_min_distance,
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speakers_by_start_time)
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speakers_by_start_time)
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from .object_mix import (ObjectMix, ObjectMixPool, object_mixes_from_source_groups)
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from .object_mix import (ObjectMix, ObjectMixPool,
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object_mixes_from_source_groups)
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from .speaker_utils import (all_speakers)
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from .speaker_utils import (all_speakers)
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@@ -71,7 +72,8 @@ def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
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return ret_val
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return ret_val
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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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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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fps = scene.render.fps
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frame_start = scene.frame_start
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frame_start = scene.frame_start
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frame_end = scene.frame_end
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frame_end = scene.frame_end
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@@ -88,7 +90,8 @@ def adm_for_object(scene: bpy.types.Scene, sound_object: ObjectMix, room_size, a
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created.track_uid.bitDepth = sound_object.bits_per_sample
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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], room_size):
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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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adm_builder = ADMBuilder()
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frame_start = scene.frame_start
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frame_start = scene.frame_start
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@@ -102,7 +105,8 @@ def adm_for_scene(scene: bpy.types.Scene, sound_object_mixes: List[ObjectMix], r
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adm_builder.create_content(audioContentName="Objects")
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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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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_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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adm = adm_builder.adm
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@@ -114,23 +118,28 @@ def adm_for_scene(scene: bpy.types.Scene, sound_object_mixes: List[ObjectMix], r
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def bext_data(scene, sample_rate, room_size):
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def bext_data(scene, sample_rate, room_size):
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description = "SCENE={};ROOM_SIZE={}\n".format(scene.name, room_size).encode("ascii")
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description = "SCENE={};ROOM_SIZE={}\n".format(
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originator_name = "Blender {}".format(bpy.app.version_string).encode("ascii")
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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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originator_ref = uuid.uuid1().hex.encode("ascii")
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date10 = strftime("%Y-%m-%d").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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time8 = strftime("%H:%M:%S").encode("ascii")
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timeref = int(float(scene.frame_start) * sample_rate / float(scene.render.fps))
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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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version = 0
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umid = b"\0" * 64
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umid = b"\0" * 64
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pad = b"\0" * 190
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pad = b"\0" * 190
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data = struct.pack("<256s32s32s10s8sQH64s190s", description, originator_name,
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data = struct.pack("<256s32s32s10s8sQH64s190s", description,
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originator_ref, date10, time8, timeref, version, umid, pad)
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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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return data
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def attach_outfile_metadata(out_format, outfile, room_size, scene, sound_objects):
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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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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.axml = lxml.etree.tostring(adm, pretty_print=True)
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outfile.chna = chna
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outfile.chna = chna
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@@ -159,13 +168,16 @@ def write_outfile_audio_data(outfile, shortest_file, sound_objects):
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cursor = cursor + to_read
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cursor = cursor + to_read
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def write_muxed_wav(mix_pool: ObjectMixPool, scene, out_format, room_size, outfile, shortest_file):
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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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sound_objects = mix_pool.object_mixes
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attach_outfile_metadata(out_format, outfile, room_size, scene, sound_objects)
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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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write_outfile_audio_data(outfile, shortest_file, sound_objects)
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def mux_adm_from_object_mix_pool(scene, mix_pool: ObjectMixPool, output_filename, room_size=1.):
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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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object_count = len(mix_pool.object_mixes)
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assert object_count > 0
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assert object_count > 0
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@@ -188,7 +200,7 @@ def print_partition_results(object_groups, sound_sources, too_far_speakers):
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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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tuple[list[list[bpy.types.Object]], list[list[bpy.types.Object]]]:
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"""
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"""
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Allocates sounds in the scene into non-overlapping lists of sounds. The
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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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second return value is the list of sounds that could not be allocated
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@@ -213,8 +225,8 @@ def partition_sounds_to_objects(scene, max_objects) -> \
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return object_groups, too_far_speakers
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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,
|
def generate_adm(context: bpy.types.Context, filepath: str, room_size: float,
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max_objects: int) -> dict:
|
max_objects: int) -> set[str]:
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scene = context.scene
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scene = context.scene
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|
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object_groups, _ = partition_sounds_to_objects(scene, max_objects)
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object_groups, _ = partition_sounds_to_objects(scene, max_objects)
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@@ -8,12 +8,13 @@ from numpy.linalg import norm
|
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|
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from mathutils import Vector, Quaternion
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from mathutils import Vector, Quaternion
|
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|
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|
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class FrameInterval:
|
class FrameInterval:
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def __init__(self, start_frame, end_frame):
|
def __init__(self, start_frame, end_frame):
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self.start_frame = int(start_frame)
|
self.start_frame = int(start_frame)
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self.end_frame = int(end_frame)
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self.end_frame = int(end_frame)
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|
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def overlaps(self, other : 'FrameInterval') -> bool:
|
def overlaps(self, other: 'FrameInterval') -> bool:
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return self.start_frame <= other.start_frame <= self.end_frame or \
|
return self.start_frame <= other.start_frame <= self.end_frame or \
|
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other.start_frame <= self.start_frame <= other.end_frame
|
other.start_frame <= self.start_frame <= other.end_frame
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|
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@@ -33,7 +34,7 @@ def compute_relative_vector(camera: bpy.types.Camera, target: bpy.types.Object):
|
|||||||
|
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# The camera's worldvector is norm to the horizon, we want a vector
|
# The camera's worldvector is norm to the horizon, we want a vector
|
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# down the barrel.
|
# down the barrel.
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camera_correction = Quaternion( ( sqrt(2.) / 2. , sqrt(2.) / 2. , 0. , 0.) )
|
camera_correction = Quaternion((sqrt(2.) / 2., sqrt(2.) / 2., 0., 0.))
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relative_vector.rotate(camera_correction)
|
relative_vector.rotate(camera_correction)
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|
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return relative_vector
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return relative_vector
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@@ -51,11 +52,11 @@ def room_norm_vector(vec, room_size=1.) -> Vector:
|
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The Pro Tools/Dolby Atmos workflow I am targeting uses "Room Centric" panner coordinates
|
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
|
("cartesian allocentric coordinates" in ADM speak) and this process seems to yield good
|
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results.
|
results.
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|
|
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I also experimented with using normalized camera frame coordinates from the
|
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
|
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.
|
long as the object is on-screen; coordinates for objects off the screen are unusable.
|
||||||
|
|
||||||
In the future it would be worth exploring wether there's a way to produce ADM
|
In the future it would be worth exploring wether there's a way to produce ADM
|
||||||
coordinates that are "Screen-accurate" while the object is on-screen, but still gives
|
coordinates that are "Screen-accurate" while the object is on-screen, but still gives
|
||||||
sensible results when the object is off-screen as well.
|
sensible results when the object is off-screen as well.
|
||||||
@@ -67,19 +68,20 @@ def room_norm_vector(vec, room_size=1.) -> Vector:
|
|||||||
return vec / chebyshev
|
return vec / chebyshev
|
||||||
|
|
||||||
|
|
||||||
def closest_approach_to_camera(scene, speaker_object) -> (float, int):
|
def closest_approach_to_camera(scene, speaker_object) -> tuple[float, int]:
|
||||||
"""
|
"""
|
||||||
The distance and frame number of `speaker_object`s closest point to
|
The distance and frame number of `speaker_object`s closest point to
|
||||||
the scene's camera.
|
the scene's camera.
|
||||||
|
|
||||||
(Works for any object, not just speakers.)
|
(Works for any object, not just speakers.)
|
||||||
"""
|
"""
|
||||||
max_dist = sys.float_info.max
|
max_dist = sys.float_info.max
|
||||||
at_time = scene.frame_start
|
at_time = scene.frame_start
|
||||||
for frame in range(scene.frame_start, scene.frame_end + 1):
|
for frame in range(scene.frame_start, scene.frame_end + 1):
|
||||||
scene.frame_set(frame)
|
scene.frame_set(frame)
|
||||||
rel = speaker_object.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
|
rel = speaker_object.matrix_world.to_translation() - \
|
||||||
dist = norm(rel)
|
scene.camera.matrix_world.to_translation()
|
||||||
|
dist = float(norm(rel))
|
||||||
|
|
||||||
if dist < max_dist:
|
if dist < max_dist:
|
||||||
max_dist = dist
|
max_dist = dist
|
||||||
|
|||||||
@@ -31,7 +31,7 @@ def adm_object_rendering_context(scene: bpy.types.Scene):
|
|||||||
|
|
||||||
|
|
||||||
class ObjectMix:
|
class ObjectMix:
|
||||||
def __init__(self, sources: List[bpy.types.Speaker],
|
def __init__(self, sources: List[bpy.types.Object],
|
||||||
scene: bpy.types.Scene, base_dir: str):
|
scene: bpy.types.Scene, base_dir: str):
|
||||||
self.sources = sources
|
self.sources = sources
|
||||||
self.intermediate_filename = None
|
self.intermediate_filename = None
|
||||||
@@ -65,6 +65,7 @@ class ObjectMix:
|
|||||||
|
|
||||||
@property
|
@property
|
||||||
def mixdown_file_handle(self):
|
def mixdown_file_handle(self):
|
||||||
|
assert self.mixdown_filename
|
||||||
if self._mixdown_file_handle is None:
|
if self._mixdown_file_handle is None:
|
||||||
self._mixdown_file_handle = open(self.mixdown_filename, 'rb')
|
self._mixdown_file_handle = open(self.mixdown_filename, 'rb')
|
||||||
|
|
||||||
@@ -146,7 +147,7 @@ class ObjectMixPool:
|
|||||||
def __enter__(self):
|
def __enter__(self):
|
||||||
return self
|
return self
|
||||||
|
|
||||||
def __exit__(self, exc_type, exc_val, exc_tb):
|
def __exit__(self, _exc_type, _exc_val, _exc_tb):
|
||||||
for mix in self.object_mixes:
|
for mix in self.object_mixes:
|
||||||
mix.rm_mixdown()
|
mix.rm_mixdown()
|
||||||
|
|
||||||
@@ -156,7 +157,8 @@ class ObjectMixPool:
|
|||||||
return min(lengths)
|
return min(lengths)
|
||||||
|
|
||||||
|
|
||||||
def object_mixes_from_source_groups(groups: List[List[bpy.types.Speaker]], scene, base_dir):
|
def object_mixes_from_source_groups(groups: List[List[bpy.types.Object]],
|
||||||
|
scene: bpy.types.Scene, base_dir: str):
|
||||||
mixes = []
|
mixes = []
|
||||||
for group in groups:
|
for group in groups:
|
||||||
mixes.append(ObjectMix(sources=group, scene=scene, base_dir=base_dir))
|
mixes.append(ObjectMix(sources=group, scene=scene, base_dir=base_dir))
|
||||||
|
|||||||
@@ -4,8 +4,9 @@ def all_speakers(scene: bpy.types.Scene) -> list[bpy.types.Object]:
|
|||||||
return [obj for obj in scene.objects if obj.type == 'SPEAKER']
|
return [obj for obj in scene.objects if obj.type == 'SPEAKER']
|
||||||
|
|
||||||
|
|
||||||
def solo_speakers(scene, solo_group):
|
def solo_speakers(scene: bpy.types.Scene, solo_group: list[bpy.types.Object]):
|
||||||
for speaker in all_speakers(scene):
|
for speaker in all_speakers(scene):
|
||||||
|
assert type(speaker.data) is bpy.types.Speaker
|
||||||
if speaker in solo_group:
|
if speaker in solo_group:
|
||||||
speaker.data.muted = False
|
speaker.data.muted = False
|
||||||
else:
|
else:
|
||||||
@@ -16,5 +17,6 @@ def solo_speakers(scene, solo_group):
|
|||||||
|
|
||||||
def unmute_all_speakers(scene):
|
def unmute_all_speakers(scene):
|
||||||
for speaker in all_speakers(scene):
|
for speaker in all_speakers(scene):
|
||||||
|
assert type(speaker.data) is bpy.types.Speaker
|
||||||
speaker.data.muted = False
|
speaker.data.muted = False
|
||||||
speaker.data.update_tag()
|
speaker.data.update_tag()
|
||||||
|
|||||||
Reference in New Issue
Block a user