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Author SHA1 Message Date
60dd1de71d Updating requirements, removing ear 2025-11-05 21:41:27 -08:00
7b2c3fdc1f Removing dead code for ADM 2025-11-05 21:38:55 -08:00
b83476f820 Removing ear dependency 2025-11-05 21:18:39 -08:00
8e9a49b587 Removing ear dependency 2025-11-05 21:17:28 -08:00
dc064cba29 Cleaning some things out 2025-11-05 21:12:55 -08:00
ab25c69b59 Removing some dead code 2025-11-05 20:58:58 -08:00
8bc34f3f4e Specified python version 2025-11-05 20:54:57 -08:00
a85d796f07 Cleanup and modernization 2025-11-05 20:52:22 -08:00
5e4fae092a Modernizations 2025-11-05 20:41:11 -08:00
4cbab3cd38 Modernization 2025-11-05 20:40:42 -08:00
08ad33e27d More modernizations 2025-11-05 20:31:07 -08:00
e3f4505d12 Continuing modernization 2025-11-05 20:28:52 -08:00
8964bb030b Renovating this code 2025-11-05 19:58:51 -08:00
f7c9def9bf Making some changes to modernize this code. 2025-11-05 19:57:28 -08:00
Jamie Hardt
381ec6f820 Important note 2022-11-25 10:45:39 -08:00
Jamie Hardt
79fa79e706 twiddle 2021-07-15 23:00:09 -07:00
Jamie Hardt
b3b960c1da Added particle-to-speakers converter stub 2021-07-12 22:13:34 -07:00
Jamie Hardt
85470ac367 Updated compatible blender version 2021-07-11 14:14:46 -07:00
Jamie Hardt
37f1c70e57 Removed dead panel 2021-02-14 22:05:23 -08:00
Jamie Hardt
526b798e02 Update README.md 2020-10-03 12:05:38 -07:00
Jamie Hardt
877c0aeaf0 Update README.md 2020-10-03 12:02:59 -07:00
Jamie Hardt
4e0b34edfe Update README.md 2020-10-03 12:02:35 -07:00
Jamie Hardt
2169fbb994 Merge pull request #1 from iluvcapra/add-license-1
Create LICENSE
2020-10-02 22:55:51 -07:00
12 changed files with 351 additions and 376 deletions

1
.python-version Normal file
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@@ -0,0 +1 @@
3.11.12

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@@ -1,7 +1,16 @@
# soundobjects Blender Add-On # soundobjects Blender Add-On
This add-on adds three operators for working with immersive 3D audio in [Blender][blender], specifically it allows you to create ADM Broadcast **NOTE**: _Avid made some changes to ADM file import in Pro Tools and it no
WAVE files for use with [Dolby Atmos][atmos] or other object-based sound mixing workflows. longer accepts ADMs made by this plugin. It may still work with other DAWs._
This add-on adds three operators for working with immersive 3D audio in
[Blender][blender], specifically it allows you to create ADM Broadcast WAVE
files for use with [Dolby Atmos][atmos] or other object-based sound mixing
workflows.
[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 into Pro
Tools and then play them into a Dolby DAPS Renderer.
[blender]: https://www.blender.org [blender]: https://www.blender.org
[atmos]: https://www.dolby.com/technologies/dolby-atmos/ [atmos]: https://www.dolby.com/technologies/dolby-atmos/
@@ -10,25 +19,32 @@ WAVE files for use with [Dolby Atmos][atmos] or other object-based sound mixing
### `import_test.wav_file_batch` ### `import_test.wav_file_batch`
**Import WAV Files:** This operator allows you to add multiple audio files to a .blend file so they'll be available to **Import WAV Files:** This operator allows you to add multiple audio files to a
the *Add Sounds to Meshes* operator. .blend file so they'll be available to the *Add Sounds to Meshes* operator.
### `object.add_speakers_to_obj` ### `object.add_speakers_to_obj`
**Add Sounds to Meshes:** This operator takes all the selected objects in the current scene and attaches a new speaker **Add Sounds to Meshes:** This operator takes all the selected objects in the
locked to that object's location throughout the animation. You provide the prefix for the name of a set of sound files current scene and attaches a new speaker locked to that object's location
added with the _Import WAV Files_ operator, and these are added to each selected object randomly. The sounds can be throughout the animation. You provide the prefix for the name of a set of sound
timed to either begin playing at the beginning of the sequence, at a random time, or when the respective object is files
added with the _Import WAV Files_ operator, and these are added to each
selected object randomly. The sounds can be timed to either begin playing at
the beginning of the sequence, at a random time, or when the respective object
is
closest to the scene's camera. closest to the scene's camera.
### `export.adm_wave_file` ### `export.adm_wave_file`
**Export ADM Wave File:** This operator exports all of the speakers in a scene as an ADM Broadcast-WAV file compartible **Export ADM Wave File:** This operator exports all of the speakers in a scene
with a Dolby Atmos rendering workflow. This produces a multichannel WAV file with embedded ADM metadata the passes as an ADM Broadcast-WAV file compartible with a Dolby Atmos rendering workflow.
panning information to the client. (Has been tested and works with Avid Pro Tools 2020). This produces a multichannel WAV file with embedded ADM metadata the passes
panning information to the client. (Has been tested and works with Avid Pro
Tools 2020).
## Important Note ## Requirements
This add-on requires that the [EBU Audio Renderer](https://github.com/ebu/ebu_adm_renderer) (`ear` v2.0) Python package This add-on requires that the [EBU Audio
Renderer](https://github.com/ebu/ebu_adm_renderer) (`ear` v2.0) Python package
be installed to Blender's Python. be installed to Blender's Python.

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@@ -10,13 +10,25 @@ bl_info = {
"author": "Jamie Hardt", "author": "Jamie Hardt",
"version": (0, 1), "version": (0, 1),
"warning": "Requires `ear` EBU ADM Renderer package to be installed", "warning": "Requires `ear` EBU ADM Renderer package to be installed",
"blender": (2, 90, 0), "blender": (2, 93, 1),
"category": "Import-Export", "category": "Import-Export",
"support": "TESTING", "support": "TESTING",
"tracker_url": "https://github.com/iluvcapra/soundobjects_blender_addon/issues", "tracker_url": "https://github.com/iluvcapra/soundobjects_blender_addon/issues",
"wiki_url": "" "wiki_url": ""
} }
# class SoundObjectAttachmentPanel(bpy.types.Panel):
# bl_idname = "OBJECT_PT_sound_object_attachment_panel"
# bl_space_type = "VIEW_3D"
# bl_label = "Attach Sounds"
# bl_region_type = "UI"
# bl_category = "Tools"
# bl_context = "object"
# bl_options = {"DEFAULT_CLOSED"}
# def draw(self, context):
# self.layout.label(text="Attach Sounds")
def import_wav_menu_callback(self, context): def import_wav_menu_callback(self, context):
self.layout.operator(ImportWav.bl_idname, text="WAV Audio Files (.wav)") self.layout.operator(ImportWav.bl_idname, text="WAV Audio Files (.wav)")
@@ -39,7 +51,7 @@ def register():
bpy.types.TOPBAR_MT_file_export.append(export_adm_menu_callback) bpy.types.TOPBAR_MT_file_export.append(export_adm_menu_callback)
bpy.types.VIEW3D_MT_object.append(add_sound_to_mesh_menu_callback) bpy.types.VIEW3D_MT_object.append(add_sound_to_mesh_menu_callback)
bpy.utils.register_class(SoundObjectAttachmentPanel) # bpy.utils.register_class(SoundObjectAttachmentPanel)
def unregister(): def unregister():
@@ -51,4 +63,4 @@ def unregister():
bpy.types.TOPBAR_MT_file_export.remove(export_adm_menu_callback) bpy.types.TOPBAR_MT_file_export.remove(export_adm_menu_callback)
bpy.types.VIEW3D_MT_object.remove(add_sound_to_mesh_menu_callback) bpy.types.VIEW3D_MT_object.remove(add_sound_to_mesh_menu_callback)
bpy.utils.unregister_class(SoundObjectAttachmentPanel) # bpy.utils.unregister_class(SoundObjectAttachmentPanel)

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@@ -1,8 +1,10 @@
import bpy import bpy
from numpy.linalg import norm from numpy.linalg import norm
from numpy.typing import ArrayLike
from random import uniform, gauss from random import uniform, gauss
from math import floor from math import floor
from enum import Enum from enum import Enum
from typing import cast
from dataclasses import dataclass from dataclasses import dataclass
@@ -27,7 +29,8 @@ class SpatialEnvelope:
exits_range: int exits_range: int
def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considered_range: float) -> SpatialEnvelope: def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj,
considered_range: float) -> SpatialEnvelope:
min_dist = sys.float_info.max min_dist = sys.float_info.max
min_dist_frame = scene.frame_start min_dist_frame = scene.frame_start
enters_range_frame = None enters_range_frame = None
@@ -35,8 +38,10 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
in_range = False in_range = False
for frame in range(scene.frame_start, scene.frame_end + 1): for frame in range(scene.frame_start, scene.frame_end + 1):
assert scene.camera
scene.frame_set(frame) scene.frame_set(frame)
rel = speaker_obj.matrix_world.to_translation() - scene.camera.matrix_world.to_translation() rel = speaker_obj.matrix_world.to_translation() \
- scene.camera.matrix_world.to_translation()
dist = norm(rel) dist = norm(rel)
if dist < considered_range and not in_range: if dist < considered_range and not in_range:
@@ -44,7 +49,7 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
in_range = True in_range = True
if dist < min_dist: if dist < min_dist:
min_dist = dist min_dist = float(dist)
min_dist_frame = frame min_dist_frame = frame
if dist > considered_range and in_range: if dist > considered_range and in_range:
@@ -52,6 +57,9 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
in_range = False in_range = False
break break
assert enters_range_frame
assert exits_range_frame
return SpatialEnvelope(considered_range=considered_range, return SpatialEnvelope(considered_range=considered_range,
enters_range=enters_range_frame, enters_range=enters_range_frame,
exits_range=exits_range_frame, exits_range=exits_range_frame,
@@ -59,13 +67,20 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
min_distance=min_dist) min_distance=min_dist)
def closest_approach_to_camera(scene, speaker_object): def closest_approach_to_camera(scene: bpy.types.Scene,
speaker_object: bpy.types.Object) -> tuple[float, int]:
"""
Steps through the scene frame-by-frame and returns a tuple of
(minumum_distance, at_frame_index)
"""
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):
assert scene.camera
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(cast(ArrayLike, rel)))
if dist < max_dist: if dist < max_dist:
max_dist = dist max_dist = dist
@@ -74,7 +89,7 @@ def closest_approach_to_camera(scene, speaker_object):
return (max_dist, at_time) return (max_dist, at_time)
def track_speaker_to_camera(speaker, camera): def track_speaker_to_camera(speaker):
camera_lock = speaker.constraints.new('TRACK_TO') camera_lock = speaker.constraints.new('TRACK_TO')
camera_lock.target = bpy.context.scene.camera camera_lock.target = bpy.context.scene.camera
camera_lock.use_target_z = True camera_lock.use_target_z = True
@@ -89,7 +104,8 @@ def spot_audio(context, speaker, trigger_mode, sync_peak, sound_peak, sound_leng
audio_scene_in = envelope.closest_range audio_scene_in = envelope.closest_range
elif trigger_mode == TriggerMode.RANDOM: elif trigger_mode == TriggerMode.RANDOM:
audio_scene_in = floor(uniform(context.scene.frame_start, context.scene.frame_end)) audio_scene_in = floor(
uniform(context.scene.frame_start, context.scene.frame_end))
elif trigger_mode == TriggerMode.RANDOM_GAUSSIAN: elif trigger_mode == TriggerMode.RANDOM_GAUSSIAN:
mean = (context.scene.frame_end - context.scene.frame_start) / 2 mean = (context.scene.frame_end - context.scene.frame_start) / 2
audio_scene_in = floor(gauss(mean, gaussian_stddev)) audio_scene_in = floor(gauss(mean, gaussian_stddev))
@@ -127,11 +143,6 @@ def constrain_speaker_to_mesh(speaker_obj, mesh):
location_loc.target = mesh location_loc.target = mesh
location_loc.target = mesh location_loc.target = mesh
def apply_gain_envelope(speaker_obj, envelope):
pass
def add_speakers_to_meshes(meshes, context, sound=None, def add_speakers_to_meshes(meshes, context, sound=None,
sound_name_prefix=None, sound_name_prefix=None,
sync_peak=False, sync_peak=False,
@@ -146,7 +157,8 @@ def add_speakers_to_meshes(meshes, context, sound=None,
print("object is not mesh") print("object is not mesh")
continue continue
envelope = sound_camera_spatial_envelope(context.scene, mesh, considered_range=5.) envelope = sound_camera_spatial_envelope(
context.scene, mesh, considered_range=5.)
speaker_obj = next((spk for spk in context.scene.objects speaker_obj = next((spk for spk in context.scene.objects
if spk.type == 'SPEAKER' and spk.constraints['Copy Location'].target == mesh), None) if spk.type == 'SPEAKER' and spk.constraints['Copy Location'].target == mesh), None)
@@ -156,7 +168,7 @@ def add_speakers_to_meshes(meshes, context, sound=None,
speaker_obj = context.selected_objects[0] speaker_obj = context.selected_objects[0]
constrain_speaker_to_mesh(speaker_obj, mesh) constrain_speaker_to_mesh(speaker_obj, mesh)
track_speaker_to_camera(speaker_obj, context.scene.camera) track_speaker_to_camera(speaker_obj)
if sound_name_prefix is not None: if sound_name_prefix is not None:
sound = sound_bank.random_sound() sound = sound_bank.random_sound()
@@ -170,6 +182,4 @@ def add_speakers_to_meshes(meshes, context, sound=None,
gaussian_stddev=gaussian_stddev, gaussian_stddev=gaussian_stddev,
sound_bank=sound_bank, envelope=envelope) sound_bank=sound_bank, envelope=envelope)
apply_gain_envelope(speaker_obj, envelope)
speaker_obj.data.update_tag() speaker_obj.data.update_tag()

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@@ -1,38 +1,30 @@
import bpy import bpy
from contextlib import contextmanager
import lxml
import uuid
from fractions import Fraction
import struct
from os.path import dirname from os.path import dirname
import numpy
from time import strftime
from typing import List from typing import List
from ear.fileio.utils import openBw64
from ear.fileio.bw64.chunks import (FormatInfoChunk, ChnaChunk)
from ear.fileio.adm import chna as adm_chna
from ear.fileio.adm.xml import adm_to_xml
from ear.fileio.adm.builder import (ADMBuilder)
from ear.fileio.adm.generate_ids import generate_ids
from .geom_utils import (speaker_active_time_range, from .geom_utils import (speaker_active_time_range,
speakers_by_min_distance, speakers_by_min_distance,
speakers_by_start_time) speakers_by_start_time)
from .object_mix import (ObjectMix, ObjectMixPool, object_mixes_from_source_groups) from .object_mix import (ObjectMixPool, object_mixes_from_source_groups)
from .speaker_utils import (all_speakers) from .speaker_utils import (all_speakers)
def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]: def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
"""
Accepts a list of speakers and a scene, and returns a list of lists.
Each list contains a list of speakers which are guaranteed to not have
overlapping sounds. Each of the child lists contains a list of speaker
objects in ascending order by start time.
Speakers are allocated to lists on the basis of their minimum distance to
the camera according to `speakers_by_min_distance`. Closer sounds will
appear on the earliest list if there is no overlap.
"""
def list_can_accept_speaker(speaker_list, speaker_to_test): def list_can_accept_speaker(speaker_list, speaker_to_test):
test_range = speaker_active_time_range(speaker_to_test) test_range = speaker_active_time_range(speaker_to_test)
@@ -47,7 +39,8 @@ def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
ret_val = [[]] ret_val = [[]]
for spk in by_priority: for spk in by_priority:
success = False # flaggy-flag because I can't do a break->continue from the inner success = False # flaggy-flag because I can't do a break->continue
# from the inner
for elem in ret_val: for elem in ret_val:
if list_can_accept_speaker(elem, spk): if list_can_accept_speaker(elem, spk):
elem.append(spk) elem.append(spk)
@@ -62,112 +55,123 @@ def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
return ret_val return ret_val
def adm_for_object(scene, sound_object: ObjectMix, room_size, adm_builder, object_index): # def adm_for_object(scene: bpy.types.Scene, sound_object: ObjectMix, room_size,
fps = scene.render.fps # adm_builder, object_index):
frame_start = scene.frame_start # fps = scene.render.fps
frame_end = scene.frame_end # frame_start = scene.frame_start
# frame_end = scene.frame_end
block_formats = sound_object.adm_block_formats(room_size=room_size) #
# # block_formats = sound_object.adm_block_formats(room_size=room_size)
created = adm_builder.create_item_objects(track_index=object_index, #
name=sound_object.object_name, # created = adm_builder.create_item_objects(track_index=object_index,
block_formats=block_formats) # name=sound_object.object_name,
# block_formats=block_formats)
created.audio_object.start = Fraction(frame_start, fps) #
created.audio_object.duration = Fraction(frame_end - frame_start, fps) # created.audio_object.start = Fraction(frame_start, fps)
created.track_uid.sampleRate = sound_object.sample_rate # created.audio_object.duration = Fraction(frame_end - frame_start, fps)
created.track_uid.bitDepth = sound_object.bits_per_sample # created.track_uid.sampleRate = sound_object.sample_rate
# created.track_uid.bitDepth = sound_object.bits_per_sample
def adm_for_scene(scene, sound_objects: List[ObjectMix], room_size): # def adm_for_scene(scene: bpy.types.Scene, sound_object_mixes: List[ObjectMix],
adm_builder = ADMBuilder() # room_size):
# adm_builder = ADMBuilder()
#
# frame_start = scene.frame_start
# frame_end = scene.frame_end
# fps = scene.render.fps
#
# adm_builder.create_programme(audioProgrammeName=scene.name,
# start=Fraction(frame_start, fps),
# end=Fraction(frame_end, fps))
#
# adm_builder.create_content(audioContentName="Objects")
#
# for object_index, sound_object in enumerate(sound_object_mixes):
# adm_for_object(scene, sound_object, room_size,
# adm_builder, object_index)
#
# adm = adm_builder.adm
#
# generate_ids(adm)
# chna = ChnaChunk()
# adm_chna.populate_chna_chunk(chna, adm)
#
# return adm_to_xml(adm), chna
#
frame_start = scene.frame_start # def bext_data(scene, sample_rate, room_size):
frame_end = scene.frame_end # description = "SCENE={};ROOM_SIZE={}\n".format(
fps = scene.render.fps # scene.name, room_size).encode("ascii")
# originator_name = "Blender {}".format(
adm_builder.create_programme(audioProgrammeName=scene.name, # bpy.app.version_string).encode("ascii")
start=Fraction(frame_start, fps), # originator_ref = uuid.uuid1().hex.encode("ascii")
end=Fraction(frame_end, fps)) # date10 = strftime("%Y-%m-%d").encode("ascii")
# time8 = strftime("%H:%M:%S").encode("ascii")
adm_builder.create_content(audioContentName="Objects") # timeref = int(float(scene.frame_start) *
# sample_rate / float(scene.render.fps))
for object_index, sound_object in enumerate(sound_objects): # version = 0
adm_for_object(scene, sound_object, room_size, adm_builder, object_index) # umid = b"\0" * 64
# pad = b"\0" * 190
adm = adm_builder.adm #
# data = struct.pack("<256s32s32s10s8sQH64s190s", description,
generate_ids(adm) # originator_name, originator_ref, date10, time8, timeref,
chna = ChnaChunk() # version, umid, pad)
adm_chna.populate_chna_chunk(chna, adm) #
# return data
return adm_to_xml(adm), chna #
#
# def attach_outfile_metadata(out_format, outfile, room_size, scene,
# sound_objects):
# adm, chna = adm_for_scene(scene, sound_objects, room_size=room_size)
# outfile.axml = lxml.etree.tostring(adm, pretty_print=True)
# outfile.chna = chna
# outfile.bext = bext_data(scene, out_format.sampleRate, room_size=room_size)
#
#
# def write_outfile_audio_data(outfile, shortest_file, sound_objects):
# READ_BLOCK = 1024
# cursor = 0
#
# # Not sure if this is necessary but lets do it
# for obj in sound_objects:
# obj.mixdown_reader.seek(0)
#
# while True:
# remainder = shortest_file - cursor
# to_read = min(READ_BLOCK, remainder)
# if to_read == 0:
# break
#
# buffer = numpy.zeros((to_read, len(sound_objects)))
# for i, sound_object in enumerate(sound_objects):
# buffer[:, i] = sound_object.mixdown_reader.read(to_read)[:, 0]
#
# outfile.write(buffer)
# cursor = cursor + to_read
def bext_data(scene, sample_rate, room_size): # def write_muxed_wav(mix_pool: ObjectMixPool, scene, out_format, room_size,
description = "SCENE={};ROOM_SIZE={}\n".format(scene.name, room_size).encode("ascii") # outfile, shortest_file):
originator_name = "Blender {}".format(bpy.app.version_string).encode("ascii") # sound_objects = mix_pool.object_mixes
originator_ref = uuid.uuid1().hex.encode("ascii") # attach_outfile_metadata(out_format, outfile,
date10 = strftime("%Y-%m-%d").encode("ascii") # room_size, scene, sound_objects)
time8 = strftime("%H:%M:%S").encode("ascii") # write_outfile_audio_data(outfile, shortest_file, sound_objects)
timeref = int(float(scene.frame_start) * sample_rate / float(scene.render.fps)) #
version = 0 #
umid = b"\0" * 64 # def mux_adm_from_object_mix_pool(scene, mix_pool: ObjectMixPool,
pad = b"\0" * 190 # output_filename, room_size=1.):
# object_count = len(mix_pool.object_mixes)
data = struct.pack("<256s32s32s10s8sQH64s190s", description, originator_name, # assert object_count > 0
originator_ref, date10, time8, timeref, version, umid, pad) #
# out_format = FormatInfoChunk(channelCount=object_count,
return data # sampleRate=scene.render.ffmpeg.audio_mixrate,
# bitsPerSample=24)
#
def attach_outfile_metadata(out_format, outfile, room_size, scene, sound_objects): # with openBw64(output_filename, 'w', formatInfo=out_format) as outfile:
adm, chna = adm_for_scene(scene, sound_objects, room_size=room_size) # write_muxed_wav(mix_pool, scene, out_format, room_size,
outfile.axml = lxml.etree.tostring(adm, pretty_print=True) # outfile, mix_pool.shortest_file_length)
outfile.chna = chna #
outfile.bext = bext_data(scene, out_format.sampleRate, room_size=room_size)
def write_outfile_audio_data(outfile, shortest_file, sound_objects):
READ_BLOCK = 1024
cursor = 0
# Not sure if this is necessary but lets do it
for obj in sound_objects:
obj.mixdown_reader.seek(0)
while True:
remainder = shortest_file - cursor
to_read = min(READ_BLOCK, remainder)
if to_read == 0:
break
buffer = numpy.zeros((to_read, len(sound_objects)))
for i, sound_object in enumerate(sound_objects):
buffer[:, i] = sound_object.mixdown_reader.read(to_read)[:, 0]
outfile.write(buffer)
cursor = cursor + to_read
def write_muxed_wav(mix_pool: ObjectMixPool, scene, out_format, room_size, outfile, shortest_file):
sound_objects = mix_pool.object_mixes
attach_outfile_metadata(out_format, outfile, room_size, scene, sound_objects)
write_outfile_audio_data(outfile, shortest_file, sound_objects)
def mux_adm_from_object_mix_pool(scene, mix_pool: ObjectMixPool, output_filename, room_size=1.):
object_count = len(mix_pool.object_mixes)
assert object_count > 0
out_format = FormatInfoChunk(channelCount=object_count,
sampleRate=scene.render.ffmpeg.audio_mixrate,
bitsPerSample=24)
with openBw64(output_filename, 'w', formatInfo=out_format) as outfile:
write_muxed_wav(mix_pool, scene, out_format, room_size,
outfile, mix_pool.shortest_file_length)
def print_partition_results(object_groups, sound_sources, too_far_speakers): def print_partition_results(object_groups, sound_sources, too_far_speakers):
print("Will create {} objects for {} sources, ignoring {} sources".format( print("Will create {} objects for {} sources, ignoring {} sources".format(
@@ -178,11 +182,19 @@ def print_partition_results(object_groups, sound_sources, too_far_speakers):
print(" - %s" % source.name) print(" - %s" % source.name)
def partition_sounds_to_objects(scene, max_objects): def partition_sounds_to_objects(scene, max_objects) -> \
tuple[list[list[bpy.types.Object]], list[list[bpy.types.Object]]]:
"""
Allocates sounds in the scene into non-overlapping lists of sounds. The
second return value is the list of sounds that could not be allocated
because the max_objects limit was exceeded.
Sounds are allocated to lists according to `group_speakers`.
"""
sound_sources = all_speakers(scene) sound_sources = all_speakers(scene)
if len(sound_sources) == 0: if len(sound_sources) == 0:
return [] return [], []
object_groups = group_speakers(sound_sources, scene) object_groups = group_speakers(sound_sources, scene)
too_far_speakers = [] too_far_speakers = []
@@ -196,7 +208,9 @@ def partition_sounds_to_objects(scene, max_objects):
return object_groups, too_far_speakers return object_groups, too_far_speakers
def generate_adm(context: bpy.types.Context, filepath: str, room_size: float, max_objects: int): def generate_adm(context: bpy.types.Context, filepath: str,
room_size: float,
max_objects: int) -> set[str]:
scene = context.scene scene = context.scene
object_groups, _ = partition_sounds_to_objects(scene, max_objects) object_groups, _ = partition_sounds_to_objects(scene, max_objects)
@@ -209,10 +223,8 @@ def generate_adm(context: bpy.types.Context, filepath: str, room_size: float, ma
base_dir=dirname(filepath)) base_dir=dirname(filepath))
with ObjectMixPool(object_mixes=mix_groups) as pool: with ObjectMixPool(object_mixes=mix_groups) as pool:
mux_adm_from_object_mix_pool(scene, mix_pool=pool, # here is where we place the mix objects into the session
output_filename=filepath, pass
room_size=room_size)
print("Finished muxing ADM")
print("generate_adm exiting") # print("generate_adm exiting")
return {'FINISHED'} return {'FINISHED'}

View File

@@ -8,17 +8,19 @@ from numpy.linalg import norm
from mathutils import Vector, Quaternion from mathutils import Vector, Quaternion
class FrameInterval: class FrameInterval:
def __init__(self, start_frame, end_frame): def __init__(self, start_frame, end_frame):
self.start_frame = int(start_frame) self.start_frame = int(start_frame)
self.end_frame = int(end_frame) self.end_frame = int(end_frame)
def overlaps(self, other : 'FrameInterval') -> bool: def overlaps(self, other: 'FrameInterval') -> bool:
return self.start_frame <= other.start_frame <= self.end_frame or \ return self.start_frame <= other.start_frame <= self.end_frame or \
other.start_frame <= self.start_frame <= other.end_frame other.start_frame <= self.start_frame <= other.end_frame
def compute_relative_vector(camera: bpy.types.Camera, target: bpy.types.Object): def compute_relative_vector(camera: bpy.types.Object,
target: bpy.types.Object):
""" """
Return a vector from `camera` to `target` in the camera's coordinate space. Return a vector from `camera` to `target` in the camera's coordinate space.
@@ -33,7 +35,7 @@ def compute_relative_vector(camera: bpy.types.Camera, target: bpy.types.Object):
# 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
# down the barrel. # down the barrel.
camera_correction = Quaternion( ( sqrt(2.) / 2. , sqrt(2.) / 2. , 0. , 0.) ) camera_correction = Quaternion((sqrt(2.) / 2., sqrt(2.) / 2., 0., 0.))
relative_vector.rotate(camera_correction) relative_vector.rotate(camera_correction)
return relative_vector return relative_vector
@@ -43,22 +45,24 @@ def room_norm_vector(vec, room_size=1.) -> Vector:
""" """
The Room is tearing me apart, Lisa. The Room is tearing me apart, Lisa.
The room is a cube with the camera at its center. We use a chebyshev normalization The room is a cube with the camera at its center. We use a chebyshev
to convert a vector in world or camera space into a vector the represents the projection normalization to convert a vector in world or camera space into a vector
of that vector onto the room's walls. The Room Vector is the immediate the X, Y and Z the represents the projection of that vector onto the room's walls. The
coordinate of the corresponding ADM Block Format source object position. Room Vector is the immediate the X, Y and Z coordinate of the corresponding
ADM Block Format source object position.
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"
("cartesian allocentric coordinates" in ADM speak) and this process seems to yield good panner coordinates ("cartesian allocentric coordinates" in ADM speak) and
results. this process seems to yield good results.
I also experimented with using normalized camera frame coordinates from the I also experimented with using normalized camera frame coordinates from the
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
long as the object is on-screen; coordinates for objects off the screen are unusable. good results as 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
coordinates that are "Screen-accurate" while the object is on-screen, but still gives In the future it would be worth exploring wether there's a way to produce
sensible results when the object is off-screen as well. ADM coordinates that are "Screen-accurate" while the object is on-screen,
but still gives sensible results when the object is off-screen as well.
""" """
chebyshev = norm(vec, ord=numpy.inf) chebyshev = norm(vec, ord=numpy.inf)
if chebyshev < room_size: if chebyshev < room_size:
@@ -67,19 +71,20 @@ 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
the scene's camera. 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
@@ -105,6 +110,10 @@ def speaker_active_time_range(speaker) -> FrameInterval:
def speakers_by_min_distance(scene, speakers): def speakers_by_min_distance(scene, speakers):
"""
Sorts a list of speaker objects in ascending order by their closest
approach to the camera. Objects that approach closest are sorted highest.
"""
def min_distance(speaker): def min_distance(speaker):
return closest_approach_to_camera(scene, speaker)[0] return closest_approach_to_camera(scene, speaker)[0]
@@ -112,4 +121,5 @@ def speakers_by_min_distance(scene, speakers):
def speakers_by_start_time(speaker_objs): def speakers_by_start_time(speaker_objs):
return sorted(speaker_objs, key=(lambda spk: speaker_active_time_range(spk).start_frame)) return sorted(speaker_objs,
key=(lambda spk: speaker_active_time_range(spk).start_frame))

View File

@@ -1,18 +1,15 @@
import os import os
import bpy import bpy
from contextlib import contextmanager from contextlib import contextmanager
from fractions import Fraction
from typing import List from typing import List
from ear.fileio.adm.elements import ObjectCartesianPosition, JumpPosition, AudioBlockFormatObjects import wave
from ear.fileio.bw64 import Bw64Reader
from .geom_utils import speaker_active_time_range, compute_relative_vector, room_norm_vector
from .speaker_utils import solo_speakers, unmute_all_speakers from .speaker_utils import solo_speakers, unmute_all_speakers
@contextmanager @contextmanager
def adm_object_rendering_context(scene: bpy.types.Scene): def object_rendering_context(scene: bpy.types.Scene):
old_ff = scene.render.image_settings.file_format old_ff = scene.render.image_settings.file_format
old_codec = scene.render.ffmpeg.audio_codec old_codec = scene.render.ffmpeg.audio_codec
old_chans = scene.render.ffmpeg.audio_channels old_chans = scene.render.ffmpeg.audio_channels
@@ -31,14 +28,14 @@ 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
self.base_dir = base_dir self.base_dir = base_dir
self.scene = scene self.scene = scene
self._mixdown_file_handle = None # self._mixdown_file_handle = None
self._mixdown_reader = None # self._mixdown_reader = None
@property @property
def frame_start(self): def frame_start(self):
@@ -48,33 +45,27 @@ class ObjectMix:
def frame_end(self): def frame_end(self):
return self.scene.frame_end return self.scene.frame_end
@property @property
def sample_rate(self): def sample_rate(self) -> int:
return self.mixdown_reader.sampleRate with wave.open(self.mixdown_filename, "rb") as f:
return f.getframerate()
@property @property
def bits_per_sample(self): def bits_per_sample(self) -> int:
return self.mixdown_reader.bitdepth with wave.open(self.mixdown_filename, "rb") as f:
return f.getsampwidth() * 8
@property
def frames_length(self) -> int:
with wave.open(self.mixdown_filename, "rb") as f:
return f.getnframes()
@property @property
def mixdown_reader(self) -> Bw64Reader: def mixdown_filename(self) -> str:
if self._mixdown_reader is None:
self._mixdown_reader = Bw64Reader(self.mixdown_file_handle)
return self._mixdown_reader
@property
def mixdown_file_handle(self):
if self._mixdown_file_handle is None:
self._mixdown_file_handle = open(self.mixdown_filename, 'rb')
return self._mixdown_file_handle
@property
def mixdown_filename(self):
if self.intermediate_filename is None: if self.intermediate_filename is None:
self.mixdown() self.mixdown()
assert self.intermediate_filename
return self.intermediate_filename return self.intermediate_filename
@property @property
@@ -82,49 +73,23 @@ class ObjectMix:
return self.sources[0].name return self.sources[0].name
def mixdown(self): def mixdown(self):
with adm_object_rendering_context(self.scene) as scene: with object_rendering_context(self.scene) as scene:
solo_speakers(scene, self.sources) solo_speakers(scene, self.sources)
scene_name = bpy.path.clean_name(scene.name) scene_name = bpy.path.clean_name(scene.name)
speaker_name = bpy.path.clean_name(self.object_name) speaker_name = bpy.path.clean_name(self.object_name)
self.intermediate_filename = os.path.join(self.base_dir, "%s_%s.wav" % (scene_name, speaker_name)) self.intermediate_filename = os.path.join(
self.base_dir, "%s_%s.wav" % (scene_name, speaker_name))
bpy.ops.sound.mixdown(filepath=self.intermediate_filename, bpy.ops.sound.mixdown(filepath=self.intermediate_filename,
container='WAV', codec='PCM', format='S24') container='WAV', codec='PCM', format='F32')
print("Created mixdown named {}".format(self.intermediate_filename)) print("Created mixdown named {}"
.format(self.intermediate_filename))
unmute_all_speakers(scene) unmute_all_speakers(scene)
def adm_block_formats(self, room_size=1.):
fps = self.scene.render.fps
block_formats = []
for speaker_obj in self.sources:
speaker_interval = speaker_active_time_range(speaker_obj)
for frame in range(speaker_interval.start_frame, speaker_interval.end_frame + 1):
self.scene.frame_set(frame)
relative_vector = compute_relative_vector(camera=self.scene.camera, target=speaker_obj)
norm_vec = room_norm_vector(relative_vector, room_size=room_size)
pos = ObjectCartesianPosition(X=norm_vec.x, Y=norm_vec.y, Z=norm_vec.z)
if len(block_formats) == 0 or pos != block_formats[-1].position:
jp = JumpPosition(flag=True, interpolationLength=Fraction(1, fps * 2))
block = AudioBlockFormatObjects(position=pos,
rtime=Fraction(frame, fps),
duration=Fraction(1, fps),
cartesian=True,
jumpPosition=jp)
block_formats.append(block)
else:
block_formats[-1].duration = block_formats[-1].duration + Fraction(1, fps)
return block_formats
def rm_mixdown(self): def rm_mixdown(self):
if self._mixdown_reader is not None: if self._mixdown_reader is not None:
self._mixdown_reader = None self._mixdown_reader = None
@@ -146,17 +111,20 @@ 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()
@property @property
def shortest_file_length(self): def shortest_file_length(self):
lengths = map(lambda f: len(f.mixdown_reader), self.object_mixes) lengths = map(lambda f: f.frames_length, self.object_mixes)
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) -> list[ObjectMix]:
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))

View File

@@ -1,48 +0,0 @@
import bpy
import numpy
from typing import List
from random import choice
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:
if len(self.sounds()) == 0:
return None
else:
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]
else:
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

View File

@@ -1,9 +1,16 @@
def all_speakers(scene): import bpy
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]):
"""
Mutes all Objects not in `solo_group` and ensures all objects in this group
are not muted.
"""
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:
@@ -13,6 +20,10 @@ def solo_speakers(scene, solo_group):
def unmute_all_speakers(scene): def unmute_all_speakers(scene):
"""
Unmutes all speakers.
"""
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()

View File

@@ -1,33 +1,36 @@
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, IntProperty from bpy.props import StringProperty, BoolProperty, FloatProperty, IntProperty
from bpy.types import Operator from bpy.types import Operator
from .intern.generate_adm import generate_adm from .intern.generate_adm import generate_adm
class ADMWaveExport(Operator, ExportHelper):
"""Export a Broadcast-WAV audio file with each speaker encoded as an ADM object"""
bl_idname = "export.adm_wave_file" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Export ADM Wave File"
# ExportHelper mixin class uses this class ADMWaveExport(Operator, ExportHelper):
"""
Export a Broadcast-WAV audio file with each speaker encoded as an ADM
object
"""
bl_idname = "export.adm_wave_file" # important since its how
bl_label = "Export ADM Wave File"
filepath: str
filename_ext = ".wav" filename_ext = ".wav"
filter_glob: StringProperty( filter_glob = StringProperty(
default="*.wav", default="*.wav",
options={'HIDDEN'}, options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped. maxlen=255, # Max internal buffer length, longer would be clamped.
) )
room_size: FloatProperty( room_size = FloatProperty(
default=1.0, default=1.0,
name="Room Size", name="Room Size",
description="Distance from the lens to the front room boundary", description="Distance from the lens to the front room boundary",
min=0.001, min=0.001,
step=1., step=1,
unit='LENGTH' unit='LENGTH'
) )
max_objects: IntProperty( max_objects = IntProperty(
name="Max Objects", name="Max Objects",
description="Maximum number of object tracks to create", description="Maximum number of object tracks to create",
default=24, default=24,
@@ -35,13 +38,14 @@ class ADMWaveExport(Operator, ExportHelper):
max=118 max=118
) )
create_bed: BoolProperty( create_bed = BoolProperty(
name="Create 7.1 Bed", name="Create 7.1 Bed",
description="Create a bed for all sounds not included on object tracks", description="Create a bed for all sounds not included on object "
"tracks",
default=False, default=False,
options={'HIDDEN'} options={'HIDDEN'}
) )
def execute(self, context): def execute(self, context) -> set:
return generate_adm(context, self.filepath, self.room_size, self.max_objects) return generate_adm(context, self.filepath, self.room_size,
self.max_objects)

View File

@@ -1,58 +0,0 @@
import bpy
import os
def import_wav_files(filepath, pack, dir, fake):
def import_one(fp):
sound = bpy.data.sounds.load(fp, check_existing=False)
if pack:
sound.pack()
if fake:
sound.use_fake_user = True
if dir:
the_dir = os.path.dirname(filepath)
for child in os.listdir(the_dir):
if child.endswith(".wav"):
import_one(os.path.join(the_dir, child))
else:
import_one(filepath)
return {'FINISHED'}
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class ImportWav(Operator, ImportHelper):
"""Import WAV audio files"""
bl_idname = "import_test.wav_file_batch"
bl_label = "Import WAV Files"
filename_ext = ".wav"
filter_glob: StringProperty(
default="*.wav",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
fake: BoolProperty(
name="Add Fake User",
description="Add the Fake User to each of the sound files",
default=True,
)
all_in_directory: BoolProperty(
name="All Files in Folder",
description="Import every WAV file found in the folder as the selected file",
default=False,
)
def execute(self, _):
return import_wav_files(filepath=self.filepath, pack=False, dir=self.all_in_directory, fake=self.fake)

37
requirements_dev.txt Normal file
View File

@@ -0,0 +1,37 @@
asttokens==3.0.0
attrs==21.4.0
certifi==2025.10.5
charset-normalizer==3.4.4
cython==3.2.0
decorator==5.2.1
executing==2.2.1
fake-bpy-module-4-3==20250130
idna==3.11
ipython==9.7.0
ipython-pygments-lexers==1.1.1
jedi==0.19.2
mathutils==3.3.0
matplotlib-inline==0.2.1
multipledispatch==0.6.0
mypy==1.18.2
mypy-extensions==1.1.0
numpy==1.26.4
parso==0.8.5
pathspec==0.12.1
pexpect==4.9.0
pip==25.0.1
prompt-toolkit==3.0.52
ptyprocess==0.7.0
pure-eval==0.2.3
pygments==2.19.2
requests==2.32.5
ruamel-yaml==0.18.16
ruamel-yaml-clib==0.2.14
setuptools==78.1.0
six==1.17.0
stack-data==0.6.3
traitlets==5.14.3
typing-extensions==4.15.0
urllib3==2.5.0
wcwidth==0.2.14
zstandard==0.25.0