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Author SHA1 Message Date
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
9 changed files with 200 additions and 26 deletions

1
.python-version Normal file
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@@ -0,0 +1 @@
3.11

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@@ -1,8 +1,14 @@
# soundobjects Blender Add-On
**NOTE**: _Avid made some changes to ADM file import in Pro Tools and it no 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
[atmos]: https://www.dolby.com/technologies/dolby-atmos/
@@ -28,7 +34,7 @@ with a Dolby Atmos rendering workflow. This produces a multichannel WAV file wit
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
be installed to Blender's Python.

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@@ -10,13 +10,25 @@ bl_info = {
"author": "Jamie Hardt",
"version": (0, 1),
"warning": "Requires `ear` EBU ADM Renderer package to be installed",
"blender": (2, 90, 0),
"blender": (2, 93, 1),
"category": "Import-Export",
"support": "TESTING",
"tracker_url": "https://github.com/iluvcapra/soundobjects_blender_addon/issues",
"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):
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.VIEW3D_MT_object.append(add_sound_to_mesh_menu_callback)
bpy.utils.register_class(SoundObjectAttachmentPanel)
# bpy.utils.register_class(SoundObjectAttachmentPanel)
def unregister():
@@ -51,4 +63,4 @@ def unregister():
bpy.types.TOPBAR_MT_file_export.remove(export_adm_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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@@ -27,16 +27,20 @@ class SpatialEnvelope:
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_frame = scene.frame_start
enters_range_frame = None
exits_range_frame = None
assert scene.camera
in_range = False
for frame in range(scene.frame_start, scene.frame_end + 1):
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)
if dist < considered_range and not in_range:
@@ -44,7 +48,7 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
in_range = True
if dist < min_dist:
min_dist = dist
min_dist = float(dist)
min_dist_frame = frame
if dist > considered_range and in_range:
@@ -52,6 +56,9 @@ def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considere
in_range = False
break
assert enters_range_frame
assert exits_range_frame
return SpatialEnvelope(considered_range=considered_range,
enters_range=enters_range_frame,
exits_range=exits_range_frame,
@@ -64,7 +71,8 @@ def closest_approach_to_camera(scene, speaker_object):
at_time = scene.frame_start
for frame in range(scene.frame_start, scene.frame_end + 1):
scene.frame_set(frame)
rel = speaker_object.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
rel = speaker_object.matrix_world.to_translation(
) - scene.camera.matrix_world.to_translation()
dist = norm(rel)
if dist < max_dist:
@@ -74,7 +82,7 @@ def closest_approach_to_camera(scene, speaker_object):
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.target = bpy.context.scene.camera
camera_lock.use_target_z = True
@@ -89,7 +97,8 @@ def spot_audio(context, speaker, trigger_mode, sync_peak, sound_peak, sound_leng
audio_scene_in = envelope.closest_range
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:
mean = (context.scene.frame_end - context.scene.frame_start) / 2
audio_scene_in = floor(gauss(mean, gaussian_stddev))
@@ -127,11 +136,6 @@ def constrain_speaker_to_mesh(speaker_obj, 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,
sound_name_prefix=None,
sync_peak=False,
@@ -146,7 +150,8 @@ def add_speakers_to_meshes(meshes, context, sound=None,
print("object is not mesh")
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
if spk.type == 'SPEAKER' and spk.constraints['Copy Location'].target == mesh), None)
@@ -156,7 +161,7 @@ def add_speakers_to_meshes(meshes, context, sound=None,
speaker_obj = context.selected_objects[0]
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:
sound = sound_bank.random_sound()

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@@ -1,7 +1,5 @@
import bpy
from contextlib import contextmanager
import lxml
import uuid
from fractions import Fraction
@@ -33,6 +31,17 @@ from .speaker_utils import (all_speakers)
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):
test_range = speaker_active_time_range(speaker_to_test)
@@ -62,7 +71,7 @@ def group_speakers(speakers, scene) -> List[List[bpy.types.Object]]:
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, adm_builder, object_index):
fps = scene.render.fps
frame_start = scene.frame_start
frame_end = scene.frame_end
@@ -79,7 +88,7 @@ def adm_for_object(scene, sound_object: ObjectMix, room_size, adm_builder, objec
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], room_size):
adm_builder = ADMBuilder()
frame_start = scene.frame_start
@@ -92,7 +101,7 @@ def adm_for_scene(scene, sound_objects: List[ObjectMix], room_size):
adm_builder.create_content(audioContentName="Objects")
for object_index, sound_object in enumerate(sound_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
@@ -178,11 +187,19 @@ def print_partition_results(object_groups, sound_sources, too_far_speakers):
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.Speaker]], list[bpy.types.Speaker]]:
"""
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)
if len(sound_sources) == 0:
return []
return [], []
object_groups = group_speakers(sound_sources, scene)
too_far_speakers = []
@@ -196,7 +213,8 @@ def partition_sounds_to_objects(scene, max_objects):
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) -> dict:
scene = context.scene
object_groups, _ = partition_sounds_to_objects(scene, max_objects)

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@@ -105,6 +105,10 @@ def speaker_active_time_range(speaker) -> FrameInterval:
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):
return closest_approach_to_camera(scene, speaker)[0]

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@@ -1,4 +1,6 @@
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']

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@@ -0,0 +1,86 @@
## This is copied from
## https://blender.stackexchange.com/questions/4956/convert-particle-system-to-animated-meshes?answertab=active#tab-top
#
# And needs to be adapted
import bpy
# Set these to False if you don't want to key that property.
KEYFRAME_LOCATION = True
KEYFRAME_ROTATION = True
KEYFRAME_SCALE = True
KEYFRAME_VISIBILITY = True # Viewport and render visibility.
def create_objects_for_particles(ps, obj):
# Duplicate the given object for every particle and return the duplicates.
# Use instances instead of full copies.
obj_list = []
mesh = obj.data
particles_coll = bpy.data.collections.new(name="particles")
bpy.context.scene.collection.children.link(particles_coll)
for i, _ in enumerate(ps.particles):
dupli = bpy.data.objects.new(
name="particle.{:03d}".format(i),
object_data=mesh)
particles_coll.objects.link(dupli)
obj_list.append(dupli)
return obj_list
def match_and_keyframe_objects(ps, obj_list, start_frame, end_frame):
# Match and keyframe the objects to the particles for every frame in the
# given range.
for frame in range(start_frame, end_frame + 1):
print("frame {} processed".format(frame))
bpy.context.scene.frame_set(frame)
for p, obj in zip(ps.particles, obj_list):
match_object_to_particle(p, obj)
keyframe_obj(obj)
def match_object_to_particle(p, obj):
# Match the location, rotation, scale and visibility of the object to
# the particle.
loc = p.location
rot = p.rotation
size = p.size
if p.alive_state == 'ALIVE':
vis = True
else:
vis = False
obj.location = loc
# Set rotation mode to quaternion to match particle rotation.
obj.rotation_mode = 'QUATERNION'
obj.rotation_quaternion = rot
obj.scale = (size, size, size)
obj.hide_viewport = not(vis) # <<<-- this was called "hide" in <= 2.79
obj.hide_render = not(vis)
def keyframe_obj(obj):
# Keyframe location, rotation, scale and visibility if specified.
if KEYFRAME_LOCATION:
obj.keyframe_insert("location")
if KEYFRAME_ROTATION:
obj.keyframe_insert("rotation_quaternion")
if KEYFRAME_SCALE:
obj.keyframe_insert("scale")
if KEYFRAME_VISIBILITY:
obj.keyframe_insert("hide_viewport") # <<<-- this was called "hide" in <= 2.79
obj.keyframe_insert("hide_render")
def main():
#in 2.8 you need to evaluate the Dependency graph in order to get data from animation, modifiers, etc
depsgraph = bpy.context.evaluated_depsgraph_get()
# Assume only 2 objects are selected.
# The active object should be the one with the particle system.
ps_obj = bpy.context.object
ps_obj_evaluated = depsgraph.objects[ ps_obj.name ]
obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]
ps = ps_obj_evaluated.particle_systems[0] # Assume only 1 particle system is present.
start_frame = bpy.context.scene.frame_start
end_frame = bpy.context.scene.frame_end
obj_list = create_objects_for_particles(ps, obj)
match_and_keyframe_objects(ps, obj_list, start_frame, end_frame)
if __name__ == '__main__':
main()

40
requirements.txt Normal file
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@@ -0,0 +1,40 @@
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
ear==2.1.0
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
lxml==4.9.4
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
scipy==1.16.3
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