Fixes for
* [#31285] VSE: audio pitch change delays audio * [#31260] VSE Trimmed audio plays when overlaped
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@ -154,6 +154,7 @@ void AUD_SequencerHandle::seek(float position)
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if(seekpos < 0)
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seekpos = 0;
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seekpos += m_entry->m_skip;
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m_handle->setPitch(1.0f);
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m_handle->seek(seekpos);
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if(position < m_entry->m_begin)
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m_handle->pause();
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@ -2657,19 +2657,6 @@ void SEQUENCER_OT_copy(wmOperatorType *ot)
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/* properties */
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}
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static void seq_paste_add_sound(Scene *scene, Sequence *seq)
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{
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if (seq->type == SEQ_META) {
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Sequence *iseq;
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for (iseq = seq->seqbase.first; iseq; iseq = iseq->next) {
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seq_paste_add_sound(scene, iseq);
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}
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}
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else if (seq->type == SEQ_SOUND) {
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seq->scene_sound = sound_add_scene_sound_defaults(scene, seq);
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}
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}
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static int sequencer_paste_exec(bContext *C, wmOperator *UNUSED(op))
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{
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Scene *scene = CTX_data_scene(C);
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@ -2698,9 +2685,6 @@ static int sequencer_paste_exec(bContext *C, wmOperator *UNUSED(op))
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/* make sure the pasted strips have unique names between them */
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for (; iseq; iseq = iseq->next) {
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seq_recursive_apply(iseq, apply_unique_name_cb, scene);
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/* restore valid sound_scene for newly added strips */
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seq_paste_add_sound(scene, iseq);
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}
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WM_event_add_notifier(C, NC_SCENE | ND_SEQUENCER, scene);
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