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#!/usr/bin/python3
# To change this template, choose Tools | Templates
# and open the template in the editor.
#  ***** GPL LICENSE BLOCK *****
#
#  This program is free software: you can redistribute it and/or modify
#  it under the terms of the GNU General Public License as published by
#  the Free Software Foundation, either version 3 of the License, or
#  (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program.  If not, see <http://www.gnu.org/licenses/>.
#  All rights reserved.
#  ***** GPL LICENSE BLOCK *****

bl_info = {
    "name": "Import: Sound to Animation",
    "author": "Vlassius",
    "version": (0, 80),
    "blender": (2, 80, 0),
    "location": "Select a object > View3D > Tool Shelf > Import Movement From .Wav File",
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    "description": "Extract movement from .wav sound file.",
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    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
        "Scripts/Import-Export/Import_Movement_From_Audio_File",
    "tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
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    "category": "Import-Export"}

"""
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-- Extract movement from sound file, to help in animation - import script --<br>
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- NOTES:
- This script takes a wav file and get sound "movement" to help you in sync the movement to words in the wave file. <br>
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- Supported Audio: .wav (wave) 8 bits and 16 bits - mono and multichanel file<br>
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- At least Blender 2.80 is necessary to run this program.
- Brazil
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"""

import bpy
from bpy.props import *
#from io_utils import ImportHelper
import wave

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#para deixar global
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def _Interna_Globals(BytesDadosTotProcess, context):
    global array
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    global arrayAutoSense
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    array= bytearray(BytesDadosTotProcess)  # cria array
    arrayAutoSense= bytearray((BytesDadosTotProcess)*2)  # cria array para AutoAudioSense
    context.object.imp_sound_to_anim.bArrayCriado=True
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#==================================================================================================
# BLENDER UI Panel
#==================================================================================================
"""class VIEW3D_PT_CustomMenuPanel(bpy.types.Panel):
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    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "object"
    bl_label = "Import Movement From Wav File"
    bl_options = {'DEFAULT_CLOSED'}"""
    
class VIEW3D_PT_SoundPanel(bpy.types.Panel):
    bl_idname = "IMPORTWAVTOOL_PT_tools"
    bl_space_type = "VIEW_3D"
    bl_context = "objectmode"
    bl_region_type = "UI"
    bl_label = "Import Tool"
    bl_category = "Animate"
    bl_options = {'DEFAULT_CLOSED'}
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    def draw(self, context):
        layout = self.layout

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        b=bpy.context.active_object.type=='EMPTY' or bpy.context.active_object.type=='ARMATURE' or \
                                                            bpy.context.active_object.type=='MESH' or \
                                                            bpy.context.active_object.type=='CAMERA' or \
                                                            bpy.context.active_object.type=='LAMP'
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        if not b:
            row=layout.row()
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            row.label(text="The Selected Object is: type \"" + bpy.context.active_object.type + \
                                                                    "\", and it is not supported.")
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            row=layout.row()
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            row.label(text="Supported Object are Type: Armature, Mesh, Camera and Lamp")
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            row=layout.row()
        else:
            #print(context.object.imp_sound_to_anim.bTypeImport)
            if context.object.imp_sound_to_anim.bTypeImport == 0:
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                #mount panel to Direct animation
                row=layout.row()
                layout.operator("import.sound_animation_botao_udirect")

            # monta as telas quando está rodando
            elif context.object.imp_sound_to_anim.Working!="":   #its running
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                row=layout.row()
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                row=layout.row()

                if context.object.imp_sound_to_anim.Working== "CheckSmartRender":
                    #context.object.imp_sound_to_anim.Info_check_smartrender=
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                    row=layout.row()
                    row.label(text="Checking for Smart Render...")
                    row=layout.row()
                    row.label(text=context.object.imp_sound_to_anim.Info_check_smartrender)
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                    row=layout.row()
                elif context.object.imp_sound_to_anim.Working== "SmartRender":
                    #context.object.imp_sound_to_anim.Info_check_smartrender=
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                    row=layout.row()
                    row.label(text="Processing Smart Render...")
                    row=layout.row()
                    row.label(text=context.object.imp_sound_to_anim.Info_check_smartrender)
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                    row=layout.row()

                elif context.object.imp_sound_to_anim.Working== "ProcessaSom":
                    #context.object.imp_sound_to_anim.Info_Import=
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                    row=layout.row()
                    row.label(text="Processing Sound File...")
                    row=layout.row()
                    row.label(text=context.object.imp_sound_to_anim.Info_Import)
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                elif context.object.imp_sound_to_anim.Working== "wavimport":
                    #context.object.imp_sound_to_anim.Info_Import=
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                    row=layout.row()
                    row.label(text="Importing Keys...")
                    row=layout.row()
                    row.label(text=context.object.imp_sound_to_anim.Info_Import)
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                    row=layout.row()

                # botao cancel
                layout.operator(OBJECT_OT_Botao_Cancel.bl_idname)
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                row=layout.row()
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            elif context.object.imp_sound_to_anim.bTypeImport == 1:
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                row=layout.row()
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                row.label(text="1)Click button \"Process Wav\",")
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                row=layout.row()
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                row.label(text="2)Click Button \"Import Key Frames\",")
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                row=layout.row()
                row.label(text="Run the animation and Enjoy!")
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                row=layout.row()
                row.prop(context.object.imp_sound_to_anim,"action_auto_audio_sense")
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                row=layout.row()
                if context.object.imp_sound_to_anim.action_auto_audio_sense == 0:   # se auto audio sense desligado
                    row.prop(context.object.imp_sound_to_anim,"audio_sense")
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                    row=layout.row()

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                else: #somente se autosense ligado
                    if context.object.imp_sound_to_anim.remove_beat == 0 :
                        row.prop(context.object.imp_sound_to_anim,"use_just_beat")
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                    if context.object.imp_sound_to_anim.use_just_beat == 0:
                        row.prop(context.object.imp_sound_to_anim,"remove_beat")
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                    if context.object.imp_sound_to_anim.use_just_beat or context.object.imp_sound_to_anim.remove_beat:
                        if not context.object.imp_sound_to_anim.beat_less_sensible and not context.object.imp_sound_to_anim.beat_more_sensible:
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                            row=layout.row()
                        if context.object.imp_sound_to_anim.beat_less_sensible ==0:
                            row.prop(context.object.imp_sound_to_anim,"beat_more_sensible")
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                        if context.object.imp_sound_to_anim.beat_more_sensible ==0:
                            row.prop(context.object.imp_sound_to_anim,"beat_less_sensible")
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                row=layout.row()
                row.prop(context.object.imp_sound_to_anim,"action_per_second")
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                row=layout.row()
                row.prop(context.object.imp_sound_to_anim,"action_escale")
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                #row=layout.row()
                row.label(text="Result from 0 to " + str(round(255/context.object.imp_sound_to_anim.action_escale,4)) + "")
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                row=layout.row()
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                row.label(text="Property to Change:")
                row.prop(context.object.imp_sound_to_anim,"import_type")
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                row=layout.row()
                row.prop(context.object.imp_sound_to_anim,"import_where1")
                row.prop(context.object.imp_sound_to_anim,"import_where2")
                row.prop(context.object.imp_sound_to_anim,"import_where3")
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                row=layout.row()
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                row.label(text='Optional Configurations:')
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                row=layout.row()
                
                row.prop(context.object.imp_sound_to_anim,"frames_per_second")
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                row=layout.row()
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                #coluna
                column= layout.column()
                split=column.split(factor=0.5) #percentage=0.5
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                col=split.column()

                row=col.row()
                row.prop(context.object.imp_sound_to_anim,"frames_initial")
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                row=col.row()
                row.prop(context.object.imp_sound_to_anim,"action_min_value")
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                col=split.column()
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                row=col.row()
                row.prop(context.object.imp_sound_to_anim,"optimization_destructive")
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                row=col.row()
                row.prop(context.object.imp_sound_to_anim,"action_max_value")
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                row=layout.row()
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                row.prop(context.object.imp_sound_to_anim,"action_offset_x")
                row.prop(context.object.imp_sound_to_anim,"action_offset_y")
                row.prop(context.object.imp_sound_to_anim,"action_offset_z")
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                row=layout.row()
                row.prop(context.object.imp_sound_to_anim,"audio_channel_select")
                row.prop(context.object.imp_sound_to_anim,"action_valor_igual")
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                #operator button
                #OBJECT_OT_Botao_Go => Botao_GO
                row=layout.row()
                layout.operator(OBJECT_OT_Botao_Go.bl_idname)
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                row=layout.row()
                row.label(text=context.object.imp_sound_to_anim.Info_Import)
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                # preciso garantir a existencia do array porque o Blender salva no arquivo como existente sem o array existir
                try:
                    array
                except NameError:
                    nada=0 #dummy
                else:
                    if context.object.imp_sound_to_anim.bArrayCriado:
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                        layout.operator(OBJECT_OT_Botao_Import.bl_idname)
                        row=layout.row()

                #Layout SmartRender, somente para Blender_render
                if bpy.context.scene.render.engine == "BLENDER_RENDER":
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                    row=layout.row()
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                    row.label(text="----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------")
                    row=layout.row()
                    if context.object.imp_sound_to_anim.Info_check_smartrender!= "":
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                        row=layout.row()
                        row.label(text=context.object.imp_sound_to_anim.Info_check_smartrender)
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                    row=layout.row()
                    row.operator(OBJECT_OT_Botao_Check_SmartRender.bl_idname)
                    if context.object.imp_sound_to_anim.Info_check_smartrender!= "":
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                        row.operator(OBJECT_OT_Botao_SmartRender.bl_idname)
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                    row=layout.row()
                    row.prop(context.object.imp_sound_to_anim,"check_smartrender_loc_rot_sc")
                    row.prop(context.object.imp_sound_to_anim,"check_smartrender_material_basic")
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                    row=layout.row()
                    row.prop(context.object.imp_sound_to_anim,"check_smartrender_material_transparence")
                    row.prop(context.object.imp_sound_to_anim,"check_smartrender_material_mirror")
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            #-----------------------------
            #Use Driver
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            #-----------------------------
            if context.object.imp_sound_to_anim.bTypeImport == 2:
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                row=layout.row()
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                #row.prop(context.object.imp_sound_to_anim,"audio_sense")
                #row=layout.row()
                #row.prop(context.object.imp_sound_to_anim,"frames_per_second")
                #row=layout.row()
                #row.prop(context.object.imp_sound_to_anim,"action_per_second")
                #row=layout.row()
                #layout.operator(ImportWavFile.bl_idname)
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#
#==================================================================================================
# BLENDER UI PropertyGroup
#==================================================================================================
#
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class ImpSoundtoAnim(bpy.types.PropertyGroup):
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        #Array created
        bArrayCriado: IntProperty(name="",
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            description="Avisa que rodou process de som",
            default=0)
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        #Script Running
        Working: StringProperty(name="Working",
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            description="Script esta trabalhando",
            maxlen= 1024,
            default="")

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        #Nome do objeto
        Info_Import: StringProperty(name="Info_Import",
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            description="Info about Import",
            maxlen= 1024,
            default= "")#this set the initial text
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        #Mensagem Smart Render
        Info_check_smartrender: StringProperty(name="Info_check_smartrender",
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            description="Smart Render Message",
            maxlen= 1024,
            default= "")#this set the initial text

        #iAudioSensib=0    #sensibilidade volume do audio 0 a 5. Quanto maior, mais sensibilidade
        audio_sense: IntProperty(name="Audio Sens",
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            description="Audio Sensibility.",
            min=1,
            max=6,
            step=1,
            default= 1)
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        #iFramesPorSeg=15  #Frames por segundo para key frame
        #fps= (bpy.types.Scene) bpy.context.object.render.fps
        frames_per_second: IntProperty(name="#Frames/s",
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            description="Frames you want per second. Better match your set up in Blender scene.",
            min=1,
            max=120,
            step=1,
            default= 10)
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        #iMovPorSeg=1      #Sensibilidade de movimento. 3= 3 movimentos por segundo
        action_per_second: IntProperty(name="Act/s",
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            description="Actions per second. From 1 to #Frames/s",
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            min=1,
            max=120,
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            step=1,
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            default= 4)#this set the initial text
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        #iDivScala=200
        #scala do valor do movimento. [se =1 - 0 a 255 ] [se=255 - 0,00000 a 1,00000] [se=1000 - 0 a 0.255]
        action_escale: IntProperty(name="Scale",
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            description="Scale the result values. See the text at right side of the field",
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            min=1,
            max=99999,
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            step=100,
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            default= 100)#this set the initial text
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        #iMaxValue=255
        action_max_value: IntProperty(name="Clip Max",
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            description="Set the max value (clip higher values).",
            min=1,
            max=255,
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            step=1,
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            default= 255)#this set the initial text
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        #iMinValue=0
        action_min_value: IntProperty(name="Clip Min",
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            description="Set the min value. (clip lower values)",
            min=0,
            max=255,
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            step=1,
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            default= 0)#this set the initial text
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        #iStartFrame=0#
        frames_initial: IntProperty(name="Frame Ini",
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            description="Where to start to put the computed values.",
            min=0,
            max=999999999,
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            step=1,
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            default= 0)
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        audio_channel_select: IntProperty(name="Audio Channel",
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            description="Choose the audio channel to use",
            min=1,
            max=10,
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            step=1,
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            default= 1)
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        action_offset_x: FloatProperty(name="XOffset",
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            description="Offset X Values",
            min=-999999,
            max=999999,
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            step=1,
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            default= 0)

        action_offset_y: FloatProperty(name="YOffset",
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            description="Offset Y Values",
            min=-999999,
            max=999999,
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            step=1,
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            default= 0)

        action_offset_z: FloatProperty(name="ZOffset",
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            description="Offset Z Values",
            min=-999999,
            max=999999,
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            step=1,
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            default= 0)

        import_type: EnumProperty(items=(('imp_t_Scale', "Scale", "Apply to Scale"),
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                                         ('imp_t_Rotation', "Rotation", "Apply to Rotation"),
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                                         ('imp_t_Location', "Location", "Apply to Location")
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                                 name="",
                                 description= "Property to Import Values",
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                                 default='imp_t_Location')

        import_where1: EnumProperty(items=(('imp_w_-z', "-z", "Apply to -z"),
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                                          ('imp_w_-y', "-y", "Apply to -y"),
                                          ('imp_w_-x', "-x", "Apply to -x"),
                                          ('imp_w_z', "z", "Apply to z"),
                                          ('imp_w_y', "y", "Apply to y"),
                                          ('imp_w_x', "x", "Apply to x")
                                        ),
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                                 name="",
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                                 description= "Where to Import",
                                 default='imp_w_z')

        import_where2: EnumProperty(items=(('imp_w_none', "None", ""),
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                                          ('imp_w_-z', "-z", "Apply to -z"),
                                          ('imp_w_-y', "-y", "Apply to -y"),
                                          ('imp_w_-x', "-x", "Apply to -x"),
                                          ('imp_w_z', "z", "Apply to z"),
                                          ('imp_w_y', "y", "Apply to y"),
                                          ('imp_w_x', "x", "Apply to x")
                                        ),
                                 name="",
                                 description= "Where to Import",
                                 default='imp_w_none')

        import_where3: EnumProperty(items=(('imp_w_none', "None", ""),
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                                          ('imp_w_-z', "-z", "Apply to -z"),
                                          ('imp_w_-y', "-y", "Apply to -y"),
                                          ('imp_w_-x', "-x", "Apply to -x"),
                                          ('imp_w_z', "z", "Apply to z"),
                                          ('imp_w_y', "y", "Apply to y"),
                                          ('imp_w_x', "x", "Apply to x")
                                        ),
                                 name="",
                                 description= "Where to Import",
                                 default='imp_w_none')


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        #========== Propriedades boolean  =============#

        #  INVERTIDO!!!  bNaoValorIgual=True    # nao deixa repetir valores     INVERTIDO!!!
        action_valor_igual: BoolProperty(name="Hard Transition",
            description="Default. Movements like a beat.",
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            default=1)
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        action_auto_audio_sense: BoolProperty(name="Auto Audio Sensitivity",
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            description="Try to discover best audio scale. ",
            default=1)
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        use_just_beat:BoolProperty(name="Only Use The Beat",
            description="Try to use only the beat to extract movement.",
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            default=0)

        remove_beat:BoolProperty(name="Remove The Beat",
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            description="Try to remove the beat to extract movement.",
            default=0)
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        beat_more_sensible:BoolProperty(name="More Sensible",
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            description="Try To be more sensible about the beat.",
            default=0)
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        beat_less_sensible:BoolProperty(name="Less Sensible",
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            description="Try to be less sensible about the beat.",
            default=0)
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        check_smartrender_loc_rot_sc:BoolProperty(name="Loc Rot Scale",
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            description="Find changes in Location, Rotation and Scale Frame by Frame.",
            default=1)

        check_smartrender_material_basic:BoolProperty(name="Basic Material",
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            description="Find changes in basic material settings Frame by Frame.",
            default=1)

        check_smartrender_material_transparence:BoolProperty(name="Material Transparence",
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            description="Find changes in material transparence settings Frame by Frame.",
            default=0)

        check_smartrender_material_mirror:BoolProperty(name="Material Mirror",
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            description="Find changes in material mirror settings Frame by Frame.",
            default=0)

        timer_reset_func:BoolProperty(name="Reset Counters",
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            description="Reset Counters after stop",
            default=0)

        cancel_button_hit:BoolProperty(name="Cancel Hit",
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            description="Cancel Hit",
            default=0)

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        #  Optimization
        optimization_destructive: IntProperty(name="Optimization",
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            description="Hi value = Hi optimization -> Hi loss of information.",
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            min=0,
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            max=254,
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            step=10,
            default= 10)

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        # import as driver or direct   NOT IN USE!!
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        # not defined
        # Direct=1
        # Driver=2
        bTypeImport: IntProperty(name="bTypeImport",
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            description="Import Direct or Driver",
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        # globais do dialog open wave
        filter_glob: StringProperty(default="*.wav", options={'HIDDEN'})
        path:        StringProperty(name="File Path", description="Filepath used for importing the WAV file", \
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                                                                                        maxlen= 1024, default= "")
        filename:    StringProperty(name="File Name", description="Name of the file")
        directory:   StringProperty(name="Directory", description="Directory of the file")
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from bpy.props import *
def WavFileImport(self, context):
    self.layout.operator(ImportWavFile.bl_idname, text="Import a wav file", icon='PLUGIN')
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#==================================================================================================
# Use Direct
#==================================================================================================
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#
class OBJECT_OT_Botao_uDirect(bpy.types.Operator):
    '''Import as Direct Animation'''
    bl_idname = "import.sound_animation_botao_udirect"
    bl_label = "Direct to a Property"

    def execute(self, context):
        context.object.imp_sound_to_anim.bTypeImport= 1
        if context.object.imp_sound_to_anim.frames_per_second == 0:
            context.object.imp_sound_to_anim.frames_per_second= bpy.context.scene.render.fps
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        return{'FINISHED'}

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    def invoke(self, context, event):
        self.execute(context)
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        return {'FINISHED'}
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#==================================================================================================
# Button - Import
#==================================================================================================
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#
class OBJECT_OT_Botao_Import(bpy.types.Operator):
    '''Import Key Frames to Blender'''
    bl_idname = "import.sound_animation_botao_import"
    bl_label = "Import Key Frames"

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    RunFrom=0
    iSumImportFrames=0
    iSumOptimizerP1=0
    iSumOptimizerP2=0
    iSumOptimizerP3=0

    def wavimport(context, loop):
        obi=OBJECT_OT_Botao_Import

        # para de entrar no timer
        context.object.imp_sound_to_anim.Working=""
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        #reseta contadores caso seja pedido
        if context.object.imp_sound_to_anim.timer_reset_func:
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            obi.RunFrom=0
            obi.iSumOptimizerP1=0
            obi.iSumOptimizerP2=0
            obi.iSumOptimizerP3=0
            obi.iSumImportFrames=0
            context.object.imp_sound_to_anim.timer_reset_func=False
            
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        #limita o loop se estiver no fim
        tot=len(array)-1
        if obi.RunFrom+loop > tot:
            loop= tot - obi.RunFrom

        #scala do valor do movimento. [se =1 - 0 a 255 ] [se=255 - 0,00000 a 1,00000] [se=1000 - 0 a 0.255]
        iDivScala= int(context.object.imp_sound_to_anim.action_escale)
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        # nao deixa repetir valores
        bNaoValorIgual=True
        if context.object.imp_sound_to_anim.action_valor_igual: bNaoValorIgual= False
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        # inicia no inicio pedido pelo usuario mais ponteiro RunFrom
        iStartFrame= int(context.object.imp_sound_to_anim.frames_initial) + obi.RunFrom
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        iMaxValue= context.object.imp_sound_to_anim.action_max_value
        iMinValue= context.object.imp_sound_to_anim.action_min_value
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        bEscala=bRotacao=bEixo=False
        if context.object.imp_sound_to_anim.import_type=='imp_t_Scale':
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            bEscala=True;

        if context.object.imp_sound_to_anim.import_type=='imp_t_Rotation':
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            bRotacao=True;

        if context.object.imp_sound_to_anim.import_type=='imp_t_Location':
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            bEixo=True;

        # atencao, nao eh boolean
        iEixoXneg= iEixoYneg= iEixoZneg=1
        # atencao, nao eh boolean
        iRotationNeg=1
        # atencao, nao eh boolean
        iEscalaYneg= iEscalaZneg= iEscalaXneg=1
        bEixoX=bEixoY=bEixoZ=bEscalaX=bEscalaY=bEscalaZ=bRotationX=bRotationY=bRotationZ=False

        # LOCAL 1
        if context.object.imp_sound_to_anim.import_where1== 'imp_w_x':
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            bEixoX=True
            bEscalaX=True
            bRotationX=True

        if context.object.imp_sound_to_anim.import_where1== 'imp_w_y':
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            bEixoY=True
            bEscalaY=True
            bRotationY=True

        if context.object.imp_sound_to_anim.import_where1== 'imp_w_z':
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            bEixoZ=True
            bEscalaZ=True
            bRotationZ=True

        if context.object.imp_sound_to_anim.import_where1== 'imp_w_-x':
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            bEixoX=True
            bEscalaX=True
            bRotationX=True
            iEixoXneg=-1
            iEscalaXneg=-1
            iRotationNeg=-1

        if context.object.imp_sound_to_anim.import_where1== 'imp_w_-y':
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            bEixoY=True
            bEscalaY=True
            bRotationY=True
            iEixoYneg=-1
            iRotationNeg=-1
            iEscalaYneg=-1

        if context.object.imp_sound_to_anim.import_where1== 'imp_w_-z':
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            bEixoZ=True
            bEscalaZ=True
            bRotationZ=True
            iEixoZneg=-1
            iRotationNeg=-1
            iEscalaZneg=-1


        # LOCAL 2
        if context.object.imp_sound_to_anim.import_where2== 'imp_w_x':
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            bEixoX=True
            bEscalaX=True
            bRotationX=True

        if context.object.imp_sound_to_anim.import_where2== 'imp_w_y':
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            bEixoY=True
            bEscalaY=True
            bRotationY=True

        if context.object.imp_sound_to_anim.import_where2== 'imp_w_z':
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            bEixoZ=True
            bEscalaZ=True
            bRotationZ=True

        if context.object.imp_sound_to_anim.import_where2== 'imp_w_-x':
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            bEixoX=True
            bEscalaX=True
            bRotationX=True
            iEixoXneg=-1
            iEscalaXneg=-1
            iRotationNeg=-1

        if context.object.imp_sound_to_anim.import_where2== 'imp_w_-y':
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            bEixoY=True
            bEscalaY=True
            bRotationY=True
            iEixoYneg=-1
            iRotationNeg=-1
            iEscalaYneg=-1

        if context.object.imp_sound_to_anim.import_where2== 'imp_w_-z':
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            bEixoZ=True
            bEscalaZ=True
            bRotationZ=True
            iEixoZneg=-1
            iRotationNeg=-1
            iEscalaZneg=-1


        # LOCAL 3
        if context.object.imp_sound_to_anim.import_where3== 'imp_w_x':
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            bEixoX=True
            bEscalaX=True
            bRotationX=True

        if context.object.imp_sound_to_anim.import_where3== 'imp_w_y':
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            bEixoY=True
            bEscalaY=True
            bRotationY=True

        if context.object.imp_sound_to_anim.import_where3== 'imp_w_z':
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            bEixoZ=True
            bEscalaZ=True
            bRotationZ=True

        if context.object.imp_sound_to_anim.import_where3== 'imp_w_-x':
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            bEixoX=True
            bEscalaX=True
            bRotationX=True
            iEixoXneg=-1
            iEscalaXneg=-1
            iRotationNeg=-1

        if context.object.imp_sound_to_anim.import_where3== 'imp_w_-y':
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            bEixoY=True
            bEscalaY=True
            bRotationY=True
            iEixoYneg=-1
            iRotationNeg=-1
            iEscalaYneg=-1

        if context.object.imp_sound_to_anim.import_where3== 'imp_w_-z':
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            bEixoZ=True
            bEscalaZ=True
            bRotationZ=True
            iEixoZneg=-1
            iRotationNeg=-1
            iEscalaZneg=-1

        iMinBaseX=iMinScaleBaseX=context.object.imp_sound_to_anim.action_offset_x
        iMinBaseY=iMinScaleBaseY=context.object.imp_sound_to_anim.action_offset_y
        iMinBaseZ=iMinScaleBaseZ=context.object.imp_sound_to_anim.action_offset_z
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        #escala inicia com 1 e nao com zero
        iRotationAxisBaseX=context.object.imp_sound_to_anim.action_offset_x  +1
        iRotationAxisBaseY=context.object.imp_sound_to_anim.action_offset_y  +1
        iRotationAxisBaseZ=context.object.imp_sound_to_anim.action_offset_z  +1
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        #Added destructive optimizer option - LostLestSignificativeDigit lost/total
        iDestructiveOptimizer=context.object.imp_sound_to_anim.optimization_destructive
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        #limita ou nao o valor - velocidade
        bLimitValue=False

        if iMinValue<0: iMinValue=0
        if iMaxValue>255: iMaxValue=255
        if iMinValue>255: iMinValue=255
        if iMaxValue<0: iMaxValue=0
        if iMinValue!= 0: bLimitValue= True
        if iMaxValue!= 255: bLimitValue= True

        if obi.RunFrom==0:
            print('')
            print("================================================================")
            from time import strftime
            print(strftime("Start Import:  %H:%M:%S"))
            print("================================================================")
            print('')

        ilocationXAnt=0
        ilocationYAnt=0
        ilocationZAnt=0
        iscaleXAnt=0
        iscaleYAnt=0
        iscaleZAnt=0
        iRotateValAnt=0

        # variavel global _Interna_Globals
        if context.object.imp_sound_to_anim.bArrayCriado:
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            for i in range(loop):
                ival=array[i+obi.RunFrom]/iDivScala
                #valor pequeno demais, vai dar zero na hora de aplicar
                if ival < 0.001:
                    array[i+obi.RunFrom]=0
                    ival=0
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                # to increase performance and legibility
                arrayI= array[i+obi.RunFrom]
                arrayIP1= array[i+1+obi.RunFrom]
                arrayIL1= array[i-1+obi.RunFrom]

                # opcao de NAO colocar valores iguais sequenciais
                if i>0 and bNaoValorIgual and arrayIL1== arrayI:
                    print("Importing Blender Frame: "+str(i+obi.RunFrom+1)+"\tof "+str(len(array)-1) + \
                                                                            "\t(skipped by optimizer)")
                    obi.iSumOptimizerP3+=1
                else:
                    # otimizacao - nao preciso mais que 2 valores iguais.
                    # pular key frame intermediario - Ex b, a, -, -, -, a
                    # tambem otimiza pelo otimizador com perda
                    # valor atual == anterior e posterior -> pula
                    if i>0 and i< len(array)-1 and abs(arrayI - arrayIL1)<=iDestructiveOptimizer and \
                                                        abs(arrayI - arrayIP1)<=iDestructiveOptimizer:
                            print("Importing Blender Frame: "+str(i+obi.RunFrom+1)+"\tof "+str(len(array)-1) + \
                                                                                    "\t(skipped by optimizer)")
                            if iDestructiveOptimizer>0 and arrayI != arrayIL1 or arrayI != arrayIP1:
                                obi.iSumOptimizerP1+=1
                            else: obi.iSumOptimizerP2+=1
                    else:
                            if bLimitValue:
                                if arrayI > iMaxValue: array[i+obi.RunFrom]=iMaxValue
                                if arrayI < iMinValue: array[i+obi.RunFrom]=iMinValue

                            ival=array[i+obi.RunFrom]/iDivScala
                            #passa para float com somente 3 digitos caso seja float
                            m_ival=ival*1000
                            if int(m_ival) != m_ival:
                                ival= int(m_ival)
                                ival = ival /1000

                            bpy.context.scene.frame_current = i+iStartFrame

                            #precisa fazer objeto ativo
                            if bpy.context.active_object.type=='MESH' or bpy.context.active_object.type=='CAMERA' or \
                                                                            bpy.context.active_object.type=='EMPTY':
                                if bEixo:
                                    if bEixoX: bpy.context.active_object.location.x = ival*iEixoXneg+iMinBaseX
                                    if bEixoY: bpy.context.active_object.location.y = ival*iEixoYneg+iMinBaseY
                                    if bEixoZ: bpy.context.active_object.location.z = ival*iEixoZneg+iMinBaseZ

                                if bEscala:
                                    if bEscalaX: bpy.context.active_object.scale.x = ival*iEscalaXneg+iMinScaleBaseX
                                    if bEscalaY: bpy.context.active_object.scale.y = ival*iEscalaYneg+iMinScaleBaseY
                                    if bEscalaZ: bpy.context.active_object.scale.z = ival*iEscalaZneg+iMinScaleBaseZ

                            # 'ARMATURE' or ('MESH' and bRotacao) or ('CAMERA' and bRotacao) or 'LAMP' or 'EMPTY' and bRotacao)
                            if bpy.context.active_object.type=='ARMATURE' or (bpy.context.active_object.type=='MESH' and bRotacao) or \
                                                                            (bpy.context.active_object.type=='CAMERA' and bRotacao) or \
                                                                            bpy.context.active_object.type=='LAMP' or \
                                                                            (bpy.context.active_object.type=='EMPTY' and bRotacao):

                                    #===========  BONE ===========#
                                    if bpy.context.active_object.type=='ARMATURE':   #precisa ser objeto ativo. Nao achei como passar para editmode
                                        if bpy.context.mode!= 'POSE':    #posemode
                                            bpy.ops.object.posemode_toggle()

                                    #============= ALL ===========#
                                    if bEixo:
                                        if ilocationXAnt!=0 or ilocationYAnt!=0 or ilocationZAnt!=0:

                                            bpy.ops.transform.translate(value=(ilocationXAnt*-1,                ilocationYAnt*-1, \
                                                                                ilocationZAnt*-1),               constraint_axis=(bEixoX, bEixoY,bEixoZ), \
                                                                                orient_type='GLOBAL', mirror=False, \
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                                                                                proportional='DISABLED',         proportional_edit_falloff='SMOOTH', \
                                                                                proportional_size=1,             snap=False, \
                                                                                snap_target='CLOSEST',           snap_point=(0, 0, 0), \
                                                                                snap_align=False,               snap_normal=(0, 0, 0), \
                                                                                release_confirm=False)

                                        ilocationX=ilocationY=ilocationZ=0
                                        if bEixoX: ilocationX = ival*iEixoXneg+iMinBaseX
                                        if bEixoY: ilocationY = ival*iEixoYneg+iMinBaseY
                                        if bEixoZ: ilocationZ = ival*iEixoZneg+iMinBaseZ

                                        bpy.ops.transform.translate(value=(ilocationX,                       ilocationY, \
                                                                            ilocationZ),                      constraint_axis=(bEixoX, bEixoY,bEixoZ), \
                                                                            orient_type='GLOBAL',  mirror=False, \
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                                                                            proportional='DISABLED',          proportional_edit_falloff='SMOOTH', \
                                                                            proportional_size=1,              snap=False, \
                                                                            snap_target='CLOSEST',            snap_point=(0, 0, 0), snap_align=False, \
                                                                            snap_normal=(0, 0, 0),           release_confirm=False)
                                        ilocationXAnt= ilocationX
                                        ilocationYAnt= ilocationY
                                        ilocationZAnt= ilocationZ

                                    if bEscala:
                                        if iscaleXAnt!=0 or iscaleYAnt!=0 or iscaleZAnt!=0:
                                            tmpscaleXAnt=0
                                            tmpscaleYAnt=0
                                            tmpscaleZAnt=0
                                            if iscaleXAnt: tmpscaleXAnt=1/iscaleXAnt
                                            if iscaleYAnt: tmpscaleYAnt=1/iscaleYAnt
                                            if iscaleZAnt: tmpscaleZAnt=1/iscaleZAnt

                                            bpy.ops.transform.resize(value=(tmpscaleXAnt,                    tmpscaleYAnt, \
                                                                            tmpscaleZAnt ),                   constraint_axis=(False, False, False), \
                                                                            orient_type='GLOBAL',  mirror=False, \
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                                                                            proportional='DISABLED',          proportional_edit_falloff='SMOOTH', \
                                                                            proportional_size=1, snap=False, snap_target='CLOSEST', \
                                                                            snap_point=(0, 0, 0),             snap_align=False, \
                                                                            snap_normal=(0, 0, 0),            release_confirm=False)

                                        iscaleX=iscaleY=iscaleZ=0
                                        if bEscalaX: iscaleX = ival*iEscalaXneg+iMinScaleBaseX
                                        if bEscalaY: iscaleY = ival*iEscalaYneg+iMinScaleBaseY
                                        if bEscalaZ: iscaleZ = ival*iEscalaZneg+iMinScaleBaseZ

                                        bpy.ops.transform.resize(value=(iscaleX,                        iscaleY, \
                                                                        iscaleZ),                        constraint_axis=(False, False, False), \
                                                                        orient_type='GLOBAL', mirror=False, \
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                                                                        proportional='DISABLED',         proportional_edit_falloff='SMOOTH', \
                                                                        proportional_size=1,             snap=False, \
                                                                        snap_target='CLOSEST',           snap_point=(0, 0, 0), \
                                                                        snap_align=False,               snap_normal=(0, 0, 0), \
                                                                        release_confirm=False)
                                        iscaleXAnt= iscaleX
                                        iscaleYAnt= iscaleY
                                        iscaleZAnt= iscaleZ

                                    if bRotacao:
                                        if iRotateValAnt!=0:
                                            bpy.context.active_object.rotation_euler= ((iRotateValAnt*-1)+    iRotationAxisBaseX) *bRotationX , \
                                                                                        ((iRotateValAnt*-1)+  iRotationAxisBaseY) *bRotationY , \
                                                                                        ((iRotateValAnt*-1)+  iRotationAxisBaseZ) *bRotationZ

                                        bpy.context.active_object.rotation_euler= ((ival*iRotationNeg)+   iRotationAxisBaseX) * bRotationX, \
                                                                                    ((ival*iRotationNeg)+ iRotationAxisBaseY)  * bRotationY, \
                                                                                    ((ival*iRotationNeg)+ iRotationAxisBaseZ)  * bRotationZ
                                        iRotateValAnt= ival*iRotationNeg

                            ob = bpy.context.active_object

                            if bEixo:
                                ob.keyframe_insert(data_path="location")

                            if bRotacao:
                                ob.keyframe_insert(data_path="rotation_euler")

                            if bEscala:
                                ob.keyframe_insert(data_path="scale")

                            print("Importing Blender Frame: "+str(i+obi.RunFrom+1)+"\tof "+str(len(array)-1) + "\tValue: "+ str(ival))

                            obi.iSumImportFrames+=1
                    # Fim do ELSE otimizador
                # Fim bNaoValorIgual

            if obi.RunFrom>= tot:
                bpy.context.scene.frame_current = 1
                context.object.imp_sound_to_anim.Info_Import="Done. Imported " + str(obi.iSumImportFrames) + " Frames"
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                from time import strftime
                print('')
                print("================================================================")
                print("Imported: " +str(obi.iSumImportFrames) + " Key Frames")
                print("Optimizer Pass 1 prepared to optimize: " +str(obi.iSumOptimizerP1) + " blocks of Frames")
                print("Optimizer Pass 2 has optimized: " +str(obi.iSumOptimizerP2) + " Frames")
                print("Optimizer Pass 3 has optimized: " +str(obi.iSumOptimizerP3) + " Frames")
                print("Optimizer has optimized: " +str(obi.iSumOptimizerP1 + obi.iSumOptimizerP2 + obi.iSumOptimizerP3) + " Frames")
                print(strftime("End Import:  %H:%M:%S - by Vlassius"))
                print("================================================================")
                print('')
                obi.RunFrom=0
                obi.iSumImportFrames=0
                obi.iSumOptimizerP1=0
                obi.iSumOptimizerP2=0
                obi.iSumOptimizerP3=0
                return obi.RunFrom
            else:
                obi.RunFrom+= loop
                context.object.imp_sound_to_anim.Info_Import="Processing Frame " + str(obi.RunFrom+loop) + \
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                                                                            " of " + str(tot-1) + " Frames"
                return obi.RunFrom


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    def execute(self, context):
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        #wavimport(context)
        #return{'FINISHED'}
        context.object.imp_sound_to_anim.Working= "wavimport"
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        bpy.ops.wm.modal_timer_operator()

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    def invoke(self, context, event):
        self.execute(context)
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        return {'FINISHED'}
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#==================================================================================================
# Button - Sound Process
#==================================================================================================
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#
class OBJECT_OT_Botao_Go(bpy.types.Operator):
    ''''''
    bl_idname = "import.sound_animation_botao_go"
    # change in API
    bl_description = "Process a .wav file, take movement from the sound and import to the scene as Key"
    bl_label = "Process Wav"

    filter_glob: StringProperty(default="*.wav", options={'HIDDEN'})
    path:        StringProperty(name="File Path", description="Filepath used for importing the WAV file", \
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                                                                            maxlen= 1024, default= "")
    filename:    StringProperty(name="File Name", description="Name of the file")
    directory:   StringProperty(name="Directory", description="Directory of the file")
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    RunFrom=0
    Wave_read=0
    MaxAudio=0
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    def SoundConv(File, DivSens, Sensibil, Resol, context, bAutoSense, bRemoveBeat, bUseBeat, bMoreSensible, \
                                                                            bLessSensible, AudioChannel, loop):
        obg= OBJECT_OT_Botao_Go
        #reseta contadores caso seja pedido
        if context.object.imp_sound_to_anim.timer_reset_func:
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            obc.RunFrom=0
            Wave_read=0
            MaxAudio=0
            context.object.imp_sound_to_anim.timer_reset_func=False
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        #abre arquivo se primeira rodada
        if obg.RunFrom==0:
            try:
                obg.Wave_read= wave.open(File, 'rb')
            except IOError as e:
                print("File Open Error: ", e)
                return False

        NumCh=      obg.Wave_read.getnchannels()
        SampW=      obg.Wave_read.getsampwidth() # 8, 16, 24 32 bits
        FrameR=     obg.Wave_read.getframerate()
        NumFr=      obg.Wave_read.getnframes()
        ChkCompr=   obg.Wave_read.getcomptype()

        if ChkCompr != "NONE":
            print('Sorry, this compressed Format is NOT Supported ', ChkCompr)
            context.object.imp_sound_to_anim.Info_Import= "Sorry, this compressed Format is NOT Supported "
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            return False

        if SampW > 2:
            context.object.imp_sound_to_anim.Info_Import= "Sorry, supported .wav files 8 and 16 bits only"
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            print('Sorry, supported .wav files 8 and 16 bits only')
            return False

        context.object.imp_sound_to_anim.Info_Import=""
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        # controla numero do canal
        if AudioChannel > NumCh:
            if obg.RunFrom==0:
                print("Channel number " + str(AudioChannel) + " is selected but this audio file has just " + \
                                                            str(NumCh) + " channels, so selecting channel " \
                                                                                            + str(NumCh) + "!")
            AudioChannel = NumCh

        # apenas para por na tela
        tmpAudioChannel= AudioChannel

        #used in index sum to find the channe, adjust to first byte sample index
        AudioChannel -= 1

        # se dois canais, AudioChannel=4 porque sao 4 bytes
        if SampW ==2:  AudioChannel*=2

        # usado para achar contorno da onda - achando picos
        # numero de audio frames para cada video frame
        BytesResol= int(FrameR/Resol)

        # com 8 bits/S - razao Sample/s por resolucao
        # tamanho do array
        BytesDadosTotProcess= NumFr // BytesResol

        if obg.RunFrom==0:   # primeira rodada
            # inicia array
            _Interna_Globals(BytesDadosTotProcess, context)
            print('')
            print("================================================================")
            from time import strftime
            print(strftime("Go!  %H:%M:%S"))
            print("================================================================")
            print('')
            print('Total Audio Time: \t ' + str(NumFr//FrameR) + 's (' + str(NumFr//FrameR//60) + 'min)')
            print('Total # Interactions: \t', BytesDadosTotProcess)
            print('Total Audio Frames: \t', NumFr)
            print('Frames/s: \t\t ' + str(FrameR))
            print('# Chanels in File: \t', NumCh)
            print('Channel to use:\t\t', tmpAudioChannel)
            print('Bit/Sample/Chanel: \t ' + str(SampW*8))
            print('# Frames/Act: \t\t', DivSens)

            if bAutoSense==0:
                print('Audio Sensitivity: \t', Sensibil+1)
            else:
                print('Using Auto Audio Sentivity. This is pass 1 of 2.')

            print('')
            print ("Sample->[value]\tAudio Frame #   \t\t[Graph Value]")

        if obg.RunFrom==0 and bAutoSense!=0:
            Sensibil=0  # if auto sense, Sensibil must be zero here
            obg.MaxAudio=0  # valor maximo de audio encontrado

        # verifica limite total do audio
        looptot= int(BytesDadosTotProcess // DivSens)
        if obg.RunFrom+loop > looptot:
            loop= looptot-obg.RunFrom

        j=0  # usado de indice
        # laco total leitura bytes
        # armazena dado de pico
        for jj in range(loop):
            # caso de 2 canais (esterio)
            # uso apenas 2 bytes em 16 bits, ie, apenas canal esquerdo
            # [0] e [1] para CH L
            # [2] e [3] para CH R   and so on
            # mono:1 byte to 8 bits, 2 bytes to 16 bits
            # sterio: 2 byte to 8 bits, 4 bytes to 16 bits
            ValorPico=0
            # leio o numero de frames de audio para cada frame de video, valor em torno de 1000
            for i in range(BytesResol):
                #loop exterior copia DivSens frames a cada frame calculado
                frame = obg.Wave_read.readframes(DivSens)

                if len(frame)==0: break

                if bAutoSense==0:    # AutoAudioSense Desligado
                    if SampW ==1:
                        if Sensibil ==5:
                            frame0= frame[AudioChannel] << 6 & 255

                        elif Sensibil ==4:
                            frame0= frame[AudioChannel] << 5 & 255

                        elif Sensibil ==3:
                            frame0= frame[AudioChannel] << 4 & 255

                        elif Sensibil ==2:
                            frame0= frame[AudioChannel] << 3 & 255

                        elif Sensibil ==1:
                            frame0= frame[AudioChannel] << 2 & 255

                        elif Sensibil ==0:
                            frame0= frame[AudioChannel]

                        if frame0> ValorPico:
                            ValorPico= frame0

                    if SampW ==2:   # frame[0] baixa       frame[1] ALTA BIT 1 TEM SINAL!
                        if frame[1+AudioChannel] <127:    # se bit1 =0, usa o valor - se bit1=1 quer dizer numero negativo
                            if Sensibil ==0:
                                frame0= frame[1+AudioChannel]

                            elif Sensibil ==4:
                                frame0= ((frame[AudioChannel] & 0b11111100) >> 2) | ((frame[1+AudioChannel] & 0b00000011) << 6)

                            elif Sensibil ==3:
                                frame0= ((frame[AudioChannel] & 0b11110000) >> 4) | ((frame[1+AudioChannel] & 0b00001111) << 4)

                            elif Sensibil ==2:
                                frame0= ((frame[AudioChannel] & 0b11100000) >> 5) | ((frame[1+AudioChannel] & 0b00011111) << 3)

                            elif Sensibil ==1:
                                frame0= ((frame[AudioChannel] & 0b11000000) >> 6) | ((frame[1+AudioChannel] & 0b00111111) << 2)

                            elif Sensibil ==5:
                                frame0=frame[AudioChannel]

                            if frame0 > ValorPico:
                                ValorPico= frame0

                else:   # AutoAudioSense Ligado
                    if SampW ==1:
                        if frame[AudioChannel]> obg.MaxAudio:
                            obg.MaxAudio = frame[AudioChannel]

                        if frame[AudioChannel]> ValorPico:
                            ValorPico=frame[AudioChannel]

                    if SampW ==2:
                        if frame[1+AudioChannel] < 127:
                            tmpValorPico= frame[1+AudioChannel] << 8
                            tmpValorPico+=  frame[AudioChannel]

                            if tmpValorPico > obg.MaxAudio:
                                obg.MaxAudio = tmpValorPico

                            if tmpValorPico > ValorPico:
                                ValorPico= tmpValorPico

            if bAutoSense==0:    #autoaudiosense desligado
                # repito o valor de frames por actions (OTIMIZAR)
                for ii in range(DivSens):
                    array[j+obg.RunFrom]=ValorPico  # valor de pico encontrado
                    j +=1           # incrementa indice prox local
            else:
                idx=obg.RunFrom*2 # porque sao dois bytes
                arrayAutoSense[j+idx]= (ValorPico & 0b0000000011111111) #copia valores baixos
                arrayAutoSense[j+1+idx]= (ValorPico & 0b1111111100000000) >> 8   #copia valores altos
                j+=2

            if bAutoSense==0:    #autoaudiosense desligado
                igraph= ValorPico//10
            else:
                if SampW ==2:
                    igraph= ValorPico//1261

                else:
                    igraph= ValorPico//10

            stgraph="["
            for iii in range(igraph):
                stgraph+="+"

            for iiii in range(26-igraph):
                stgraph+=" "
            stgraph+="]"
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            print ("Sample-> " + str(ValorPico) + "\tAudio Frame #  " + str(jj+obg.RunFrom) + " of " + str(looptot-1) + "\t"+ stgraph)

        # acabou primeira fase roda toda de uma vez
        if obg.RunFrom+loop == looptot:
            if bAutoSense==1:
                print("")
                print("================================================================")
                print('Calculating Auto Audio Sentivity, pass 2 of 2.')
                print("================================================================")

                # caso usar batida, procurar por valores proximos do maximo e zerar restante.
                # caso retirar batida, zerar valores proximos do maximo
                UseMinim=0
                UseMax=0

                if bUseBeat==1:
                    print("Trying to use only the beat.")
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                    UseMinim= obg.MaxAudio*0.8
                    if bMoreSensible:
                        UseMinim= obg.MaxAudio*0.7
                    elif bLessSensible:
                        UseMinim= obg.MaxAudio*0.9

                if bRemoveBeat==1:
                    print("Trying to exclude the beat.")
                    UseMax= obg.MaxAudio*0.7
                    if bMoreSensible:
                        UseMax= obg.MaxAudio*0.8
                    elif bLessSensible:
                        UseMax= obg.MaxAudio*0.7

                print("")
                # para transformar 15 bits em 8 calibrando valor maximo -> fazer regra de 3
                # obg.MaxAudio -> 255
                # outros valores => valor calibrado= (255 * Valor) / obg.MaxAudio
                scale= 255/obg.MaxAudio

                j=0
                jj=0
                print ("Sample->[value]\tAudio Frame #    \t\t[Graph Value]")

                for i in range(BytesDadosTotProcess // DivSens):

                    ValorOriginal= arrayAutoSense[j+1] << 8
                    ValorOriginal+= arrayAutoSense[j]

                    if bUseBeat==1:
                        if ValorOriginal < UseMinim:
                            ValorOriginal = 0

                    elif bRemoveBeat==1:
                        if ValorOriginal > UseMax:
                            ValorOriginal = 0

                    ValorOriginal= ((round(ValorOriginal * scale)) & 0b11111111)    #aplica a escala

                    for ii in range(DivSens):
                        array[jj] = ValorOriginal
                        jj += 1   # se autoaudiosense, o array tem dois bytes para cada valor

                    j+=2
                    igraph= round(array[jj-1]/10)
                    stgraph="["
                    for iii in range(igraph):
                        stgraph+="+"

                    for iiii in range(26-igraph):
                        stgraph+=" "
                    stgraph+="]"
                    print ("Sample-> " + str(array[jj-1]) + "\tAudio Frame #  " + str(i) + " of " + str(looptot-1) + "\t"+ stgraph)

                #limpa array tmp
                del arrayAutoSense[:]

            # mensagens finais
            context.object.imp_sound_to_anim.Info_Import= "Click \"Import Key frames\" to begin import" #this set the initial text
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            print("================================================================")
            from time import strftime
            print(strftime("End Process:  %H:%M:%S"))
            print("================================================================")

            try:
                obg.Wave_read.close()
            except:
                print('File Close Error')

            obg.RunFrom=0
            return obg.RunFrom   # acabou tudo

        else:#ainda nao acabou o arquivo todo if RunFrom+loop = looptot:
            context.object.imp_sound_to_anim.Info_Import="Processing " + str(obg.RunFrom) + " of " + str(looptot) +" Audio Frames"
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            # force update info text in UI
            bpy.context.scene.frame_current= bpy.context.scene.frame_current
            obg.RunFrom+=loop
            return obg.RunFrom




    def ProcessaSom(context, loop):
        obg= OBJECT_OT_Botao_Go
        # para de entrar o timer
        context.object.imp_sound_to_anim.Working=""
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        #reseta contadores caso seja pedido
        if context.object.imp_sound_to_anim.timer_reset_func:
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            obg.RunFrom=0
            context.object.imp_sound_to_anim.timer_reset_func=False
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        import os
        f= os.path.join(context.object.imp_sound_to_anim.directory, context.object.imp_sound_to_anim.filename)
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        f= os.path.normpath(f)
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        if obg.RunFrom==0:
            print ("")
            print ("")
            print ("Selected file = ",f)
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        checktype = f.split('\\')[-1].split('.')[1]
        if checktype.upper() != 'WAV':
            print ("ERROR!! Selected file = ", f)
            print ("ERROR!! Its not a .wav file")
            return

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        #sensibilidade volume do audio 0 a 5. Quanto maior, mais sensibilidade
        iAudioSensib= int(context.object.imp_sound_to_anim.audio_sense)-1
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        if iAudioSensib <0: iAudioSensib=0
        elif iAudioSensib>5: iAudioSensib=5
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        #act/s nao pode se maior que frames/s
        if context.object.imp_sound_to_anim.action_per_second > context.object.imp_sound_to_anim.frames_per_second:
            context.object.imp_sound_to_anim.action_per_second = context.object.imp_sound_to_anim.frames_per_second
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        #Frames por segundo para key frame
        iFramesPorSeg= int(context.object.imp_sound_to_anim.frames_per_second)
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        #Sensibilidade de movimento. 3= 3 movimentos por segundo
        iMovPorSeg= int(context.object.imp_sound_to_anim.action_per_second)
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        #iDivMovPorSeg Padrao - taxa 4/s ou a cada 0,25s  => iFramesPorSeg/iDivMovPorSeg= ~0.25
        iDivMovPorSeg=1
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        for i in range(iFramesPorSeg):
            iDivMovPorSeg=iFramesPorSeg/(i+1)
            if iFramesPorSeg/iDivMovPorSeg >=iMovPorSeg:
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                break

        bRemoveBeat=    context.object.imp_sound_to_anim.remove_beat
        bUseBeat=       context.object.imp_sound_to_anim.use_just_beat
        bLessSensible=  context.object.imp_sound_to_anim.beat_less_sensible
        bMoreSensible=  context.object.imp_sound_to_anim.beat_more_sensible
        AudioChannel=   context.object.imp_sound_to_anim.audio_channel_select
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        # chama funcao de converter som, retorna preenchendo _Interna_Globals.array
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        index= OBJECT_OT_Botao_Go.SoundConv(f, int(iDivMovPorSeg), iAudioSensib, iFramesPorSeg, context, \
                                    context.object.imp_sound_to_anim.action_auto_audio_sense, bRemoveBeat, \
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                                    bUseBeat, bMoreSensible, bLessSensible, AudioChannel, loop)
        return index


    def execute(self, context):

        # copia dados dialof open wave
        context.object.imp_sound_to_anim.filter_glob= self.filter_glob
        context.object.imp_sound_to_anim.path = self.path
        context.object.imp_sound_to_anim.filename = self.filename
        context.object.imp_sound_to_anim.directory = self.directory
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        context.object.imp_sound_to_anim.Working= "ProcessaSom"
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        bpy.ops.wm.modal_timer_operator()
        #ProcessaSom(context)
        return{'FINISHED'}
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    def invoke(self, context, event):
        #need to set a path so so we can get the file name and path
        wm = context.window_manager
        wm.fileselect_add(self)

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        return {'RUNNING_MODAL'}


#
#==================================================================================================
# Button - Cancel
#==================================================================================================
#
class OBJECT_OT_Botao_Cancel(bpy.types.Operator):
    '''Cancel Actual Operation'''
    bl_idname = "import.sound_animation_botao_cancel"
    bl_label = "CANCEL"

    def execute(self, context):
        context.object.imp_sound_to_anim.cancel_button_hit=True
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        return{'FINISHED'}

    def invoke(self, context, event):
        self.execute(context)
        return {'FINISHED'}


#
#==================================================================================================
#     TIMER - controla a execucao das funcoes
#           Responsavel por rodar em partes usando o timer e possibilitando
#           o cancelamento e textos informativos
#==================================================================================================
#
class ModalTimerOperator(bpy.types.Operator):
    """Internal Script Control"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Internal Script Control"

    _timer = None
    Running= False

    def CheckRunStop(self, context, func, index):
        # forca update do UI
        bpy.context.scene.frame_set(bpy.context.scene.frame_current)
        if index!=0:
            #configura timer para a funcao
            context.object.imp_sound_to_anim.Working= func
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            self.Running=True
            return {'PASS_THROUGH'}
        else: # posso desligar o timer e modal
            if self._timer!= None:
                context.window_manager.event_timer_remove(self._timer)
                self._timer= None
            return {'FINISHED'}


    def modal(self, context, event):
        if event.type == 'ESC'and self.Running:
            print("-- ESC Pressed --")
            self.cancel(context)
            context.object.imp_sound_to_anim.Working=""
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            self.Running=False
            #reseta contadores
            context.object.imp_sound_to_anim.timer_reset_func=True
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            # forca update do UI
            bpy.context.scene.frame_set(bpy.context.scene.frame_current)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            #print("timer")
            #CheckSmartRender
            if context.object.imp_sound_to_anim.Working== "CheckSmartRender":
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                self.parar(context)
                #5= frames para rodar antes de voltar    [1]= indice de posicao atual
                index= OBJECT_OT_Botao_Check_SmartRender.CheckSmartRender(context, 5)[1]
                return self.CheckRunStop(context, "CheckSmartRender", index)

            #SmartRender
            elif context.object.imp_sound_to_anim.Working== "SmartRender":
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                self.parar(context)
                #render/copia 1 e volta     index>=0 indice posicao atual
                index= OBJECT_OT_Botao_SmartRender.SmartRender(context)
                return self.CheckRunStop(context, "SmartRender", index)

            #ProcessaSom
            elif context.object.imp_sound_to_anim.Working== "ProcessaSom":
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                self.parar(context)
                # loop = numero de frames de audio    index=0 se terminou ou >0 se não acabou
                index= OBJECT_OT_Botao_Go.ProcessaSom(context, 50)
                return self.CheckRunStop(context, "ProcessaSom", index)

            #wavimport(context)
            elif context.object.imp_sound_to_anim.Working== "wavimport":
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                self.parar(context)
                # 5= numero de frames to import por timer
                index=OBJECT_OT_Botao_Import.wavimport(context, 50)
                return self.CheckRunStop(context, "wavimport", index)

            #passa por aqui quando as funcoes estao sendo executadas mas
            #configuradas para nao entrar porque  context.object.imp_sound_to_anim.Working== ""
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            return {'PASS_THROUGH'}

        # reseta e para tudo botao CANCEL pressionado
        if context.object.imp_sound_to_anim.cancel_button_hit==True:
            context.object.imp_sound_to_anim.Working=""
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            #pede reset contadores
            context.object.imp_sound_to_anim.timer_reset_func=True
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            if self._timer!= None:
                context.window_manager.event_timer_remove(self._timer)
                self._timer= None
            print("-- Cancel Pressed --")
            context.object.imp_sound_to_anim.cancel_button_hit=False
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            return {'FINISHED'}

        #print("modal")

        # se o timer esta ativado, continua, (senao termina).
        # desligar a chamada ao modal se caso chegar aqui (nao deveria)
        if self._timer!= None:
            return{'PASS_THROUGH'}
        else:
            return {'FINISHED'}

    def execute(self, context):
        if self._timer==None:
            self._timer = context.window_manager.event_timer_add(0.2, window=context.window)
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            context.window_manager.modal_handler_add(self)
        #para deixar rodar sem deligar o timer
        context.object.imp_sound_to_anim.timer_desligar=False
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        self.Running=True
        return {'RUNNING_MODAL'}
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    def cancel(self, context):
        if self._timer!= None:
            context.window_manager.event_timer_remove(self._timer)
        self._timer= None
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    def parar(self, context):
        if self.Running:
            context.object.imp_sound_to_anim.Working=""
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            self.Running=False



#
#==================================================================================================
#     Register - Unregister - MAIN
#==================================================================================================
#
# ------------------------------------------------------------
# Register:
classes = (
    ModalTimerOperator,
    OBJECT_OT_Botao_Cancel,
    OBJECT_OT_Botao_Go,
    OBJECT_OT_Botao_Import,
    OBJECT_OT_Botao_uDirect,
    ImpSoundtoAnim,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    #bpy.types.VIEW3D_MT_mesh_add.append(menu_func_landscape)
    bpy.types.TOPBAR_MT_file_import.append(WavFileImport)
    #bpy.types.VIEW3D_MT_mesh_add.append(WavFileImport)
    #bpy.types.Object.ant_landscape = PointerProperty(type=AntLandscapePropertiesGroup, name="ANT_Landscape", description="Landscape properties")
    bpy.types.Object.imp_sound_to_anim = PointerProperty(type=ImpSoundtoAnim, name="imp_sound_to_anim", description="Extract movement from sound file. See the tool shelf.")


def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)  
    #bpy.types.VIEW3D_MT_mesh_add.remove(WavFileImport)  
    bpy.types.TOPBAR_MT_file_import.remove(WavFileImport)


if __name__ == "__main__":
    register()



"""
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def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.imp_sound_to_anim = PointerProperty(type=ImpSoundtoAnim, name="Import: Sound to Animation", description="Extract movement from sound file. See the Object Panel at the end.")
    bpy.types.TOPBAR_MT_file_import.append(WavFileImport)
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def unregister():
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    try:
        bpy.utils.unregister_module(__name__)
    except:
        pass
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    try:
        bpy.types.TOPBAR_MT_file_import.remove(WavFileImport)
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if __name__ == "__main__":
    register()"""