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source/blender/blenkernel/intern/sound.c
| Show First 20 Lines • Show All 880 Lines • ▼ Show 20 Lines | void BKE_sound_update_scene(Main *bmain, Scene *scene) | ||||
| void *new_set = AUD_createSet(); | void *new_set = AUD_createSet(); | ||||
| void *handle; | void *handle; | ||||
| float quat[4]; | float quat[4]; | ||||
| /* cheap test to skip looping over all objects (no speakers is a common case) */ | /* cheap test to skip looping over all objects (no speakers is a common case) */ | ||||
| if (!BLI_listbase_is_empty(&bmain->speaker)) { | if (!BLI_listbase_is_empty(&bmain->speaker)) { | ||||
| BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true); | BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true); | ||||
| for (SceneLayer *scene_layer = scene->render_layers.first; scene_layer; scene_layer = scene_layer->next) { | for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) { | ||||
| for (base = scene_layer->object_bases.first; base; base = base->next) { | for (base = view_layer->object_bases.first; base; base = base->next) { | ||||
| sound_update_base(scene, base, new_set); | sound_update_base(scene, base, new_set); | ||||
| } | } | ||||
| } | } | ||||
| for (SETLOOPER_SET_ONLY(scene, sce_it, base)) { | for (SETLOOPER_SET_ONLY(scene, sce_it, base)) { | ||||
| sound_update_base(scene, base, new_set); | sound_update_base(scene, base, new_set); | ||||
| } | } | ||||
| ▲ Show 20 Lines • Show All 87 Lines • Show Last 20 Lines | |||||