forked from bartvdbraak/blender
Hopefully fixing windows build problems with this hack now. :-)
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@ -63,6 +63,10 @@
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#include "BKE_sequencer.h"
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#include "BKE_scene.h"
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// evil quiet NaN definition
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static const int NAN_INT = 0x7FC00000;
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#define NAN_FLT *((float*)(&NAN_INT))
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#ifdef WITH_AUDASPACE
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// evil global ;-)
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static int sound_cfra;
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@ -630,7 +634,7 @@ float sound_sync_scene(struct Scene *scene)
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else
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return AUD_getPosition(scene->sound_scene_handle);
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}
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return .0f/.0f;
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return NAN_FLT;
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}
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int sound_scene_playing(struct Scene *scene)
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@ -787,7 +791,7 @@ static void sound_start_play_scene(struct Scene *UNUSED(scene)) {}
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void sound_play_scene(struct Scene *UNUSED(scene)) {}
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void sound_stop_scene(struct Scene *UNUSED(scene)) {}
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void sound_seek_scene(struct Main *UNUSED(bmain), struct Scene *UNUSED(scene)) {}
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float sound_sync_scene(struct Scene *UNUSED(scene)) { return .0f/.0f; }
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float sound_sync_scene(struct Scene *UNUSED(scene)) { return NAN_FLT; }
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int sound_scene_playing(struct Scene *UNUSED(scene)) { return -1; }
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int sound_read_sound_buffer(struct bSound* UNUSED(sound), float* UNUSED(buffer), int UNUSED(length), float UNUSED(start), float UNUSED(end)) { return 0; }
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void sound_read_waveform(struct bSound* sound) { (void)sound; }
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