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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",
CoDEmanX
committed
"location": "Select a object > Object tab > Import Movement From Wav File",
"description": "Extract movement from sound file. "
"See the Object Panel at the end.",
CoDEmanX
committed
"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/T23565",
-- Extract movement from sound file, to help in animation - import script --<br>
- 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>
- Supported Audio: .wav (wave) 8 bits and 16 bits - mono and multichanel file<br>
- At least Blender 2.64.9 is necessary to run this program.
- Curitiba - Brasil
-v 0.70Beta-
Included: SmartRender - Render just the frames that has changes
Included: Options to check SmartRender for Blender Internal Render Engine:LocRotScale, Material, Transp, Mirror
Included: User can Cancel all functions with CANCEL button- Extensive Code and flux change (bugs expected)
Included: User can Cancel all functions with ESC
Inclused: User friendly messages into UI while running (its no more necessary to look at terminal window to most users)
Cleanup: Non Stardard Chars in coments
To Do: Decrease overhead of timer loops
To Do: Try to implement Smart Render for Cycles
-v 0.60Beta-
Included: Option to use just the beat from the audio sound
Included: Option to exclude the beat from the audio sound
Included: More or less sensibility options when using the beat
Included: Audio Channel Select option
-v 0.50Beta-
Included: Auto Adjust Audio Sensity option
Cosmetic: Many changes in panel and terminal window info
Corrected: Tracker_url
Corrected: a few bytes in Memory Leaks
work around: memory leak in function: bpy.ops.transform.rotate
work around: memory leak in function: bpy.ops.anim.keyframe_insert
Camera Rotation
Empty Location-Rotation-Scale
Changed just the meta informations like version and wiki page.
Included the button "Get FPS from Scene" due to a problem to get it in the start
Return to Frame 1 after import
Filter .wav type file (by batFINGER)
If choose negative in rotation, auto check the rotation negative to Bones
change in register() unregister():
Change to bl_info.
Cosmetic Changes.
Minor change in API in how to define buttons.
change in API- Update function bpy.ops.anim.keyframe_insert_menu
-v 0.1.1 Beta
change in API- Update property of window_manager.fileselect_add
-v 0.1.0 Beta
new - improved flow to import
new - check the type of object before show options
bug - option max. and min. values
change- Updated scene properties for changes in property API.
See http://lists.blender.org/pipermail/bf-committers/2010-September/028654.html
new flow: 1) Process the sound file 2) Show Button to import key frames
- v0.0.4 ALPHA
new - Added destructive optimizer option - LostLestSignificativeDigit lost/total -> 10/255 default
new - Visual Graph to samples
new - Option to just process audio file and do not import - this is to help adjust the audio values
new - Get and show automatically the FPS (in proper field) information taking the information from scene
bug- Display sensitivity +1
bug - Corrected location of the script in description
- v0.0.3
Main change: Corrected to work INSIDE dir /install/linux2/2.53/scripts/addons
Corrected position of label "Rotation Negative"
Added correct way to deal with paths in Python os.path.join - os.path.normpath
- v0.0.2
Corrected initial error (Register() function)
Corrected some labels R. S. L.
Turned off "object field" for now
- v0.0.1
Initial version
Credit to:
Vlassius
- http://vlassius.com.br
- vlassius@vlassius.com.br
"""
import bpy
from bpy.props import *
#from io_utils import ImportHelper
import wave
def _Interna_Globals(BytesDadosTotProcess, context):
global array
array= bytearray(BytesDadosTotProcess) # cria array
arrayAutoSense= bytearray((BytesDadosTotProcess)*2) # cria array para AutoAudioSense
context.scene.imp_sound_to_anim.bArrayCriado=True
#==================================================================================================
# BLENDER UI Panel
#==================================================================================================
#
class VIEW3D_PT_CustomMenuPanel(bpy.types.Panel):
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
bl_label = "Import Movement From Wav File"
def draw(self, context):
layout = self.layout
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'
row.label(text="The Selected Object is: type \"" + bpy.context.active_object.type + \
"\", and it is not supported.")
row.label(text="Supported Object are Type: Armature, Mesh, Camera and Lamp")
row=layout.row()
else:
#print(context.scene.imp_sound_to_anim.bTypeImport)
if context.scene.imp_sound_to_anim.bTypeImport == 0:
#mount panel to Direct animation
row=layout.row()
layout.operator("import.sound_animation_botao_udirect")
# monta as telas quando está rodando
elif context.scene.imp_sound_to_anim.Working!="": #its running
row=layout.row()
if context.scene.imp_sound_to_anim.Working== "CheckSmartRender":
#context.scene.imp_sound_to_anim.Info_check_smartrender=
row=layout.row()
row.label(text="Checking for Smart Render...")
row=layout.row()
row.label(text=context.scene.imp_sound_to_anim.Info_check_smartrender)
row=layout.row()
elif context.scene.imp_sound_to_anim.Working== "SmartRender":
#context.scene.imp_sound_to_anim.Info_check_smartrender=
row=layout.row()
row.label(text="Processing Smart Render...")
row=layout.row()
row.label(text=context.scene.imp_sound_to_anim.Info_check_smartrender)
row=layout.row()
elif context.scene.imp_sound_to_anim.Working== "ProcessaSom":
#context.scene.imp_sound_to_anim.Info_Import=
row=layout.row()
row.label(text="Processing Sound File...")
row=layout.row()
row.label(text=context.scene.imp_sound_to_anim.Info_Import)
elif context.scene.imp_sound_to_anim.Working== "wavimport":
#context.scene.imp_sound_to_anim.Info_Import=
row=layout.row()
row.label(text="Importing Keys...")
row=layout.row()
row.label(text=context.scene.imp_sound_to_anim.Info_Import)
row=layout.row()
# botao cancel
layout.operator(OBJECT_OT_Botao_Cancel.bl_idname)
elif context.scene.imp_sound_to_anim.bTypeImport == 1:
row.label(text="2)Click Button \"Import Key Frames\",")
row=layout.row()
row.label(text="Run the animation (alt A) and Enjoy!")
row.prop(context.scene.imp_sound_to_anim,"action_auto_audio_sense")
if context.scene.imp_sound_to_anim.action_auto_audio_sense == 0: # se auto audio sense desligado
row.prop(context.scene.imp_sound_to_anim,"audio_sense")
if context.scene.imp_sound_to_anim.remove_beat == 0 :
row.prop(context.scene.imp_sound_to_anim,"use_just_beat")
if context.scene.imp_sound_to_anim.use_just_beat == 0:
row.prop(context.scene.imp_sound_to_anim,"remove_beat")
if context.scene.imp_sound_to_anim.use_just_beat or context.scene.imp_sound_to_anim.remove_beat:
if not context.scene.imp_sound_to_anim.beat_less_sensible and not context.scene.imp_sound_to_anim.beat_more_sensible:
row=layout.row()
if context.scene.imp_sound_to_anim.beat_less_sensible ==0:
row.prop(context.scene.imp_sound_to_anim,"beat_more_sensible")
if context.scene.imp_sound_to_anim.beat_more_sensible ==0:
row.prop(context.scene.imp_sound_to_anim,"beat_less_sensible")
row=layout.row()
row.prop(context.scene.imp_sound_to_anim,"action_per_second")
row=layout.row()
row.prop(context.scene.imp_sound_to_anim,"action_escale")
row.label(text="Result from 0 to " + str(round(255/context.scene.imp_sound_to_anim.action_escale,4)) + "")
row.prop(context.scene.imp_sound_to_anim,"import_type")
#coluna
row.prop(context.scene.imp_sound_to_anim,"import_where1")
row.prop(context.scene.imp_sound_to_anim,"import_where2")
row.prop(context.scene.imp_sound_to_anim,"import_where3")
row.prop(context.scene.imp_sound_to_anim,"frames_per_second")
#coluna
column= layout.column()
split=column.split(percentage=0.5)
col=split.column()
row=col.row()
row.prop(context.scene.imp_sound_to_anim,"frames_initial")
row=col.row()
row.prop(context.scene.imp_sound_to_anim,"action_min_value")
row.prop(context.scene.imp_sound_to_anim,"optimization_destructive")
row=col.row()
row.prop(context.scene.imp_sound_to_anim,"action_max_value")
row.prop(context.scene.imp_sound_to_anim,"action_offset_x")
row.prop(context.scene.imp_sound_to_anim,"action_offset_y")
row.prop(context.scene.imp_sound_to_anim,"action_offset_z")
row=layout.row()
row.prop(context.scene.imp_sound_to_anim,"audio_channel_select")
row.prop(context.scene.imp_sound_to_anim,"action_valor_igual")
#operator button
#OBJECT_OT_Botao_Go => Botao_GO
row=layout.row()
layout.operator(OBJECT_OT_Botao_Go.bl_idname)
row.label(text=context.scene.imp_sound_to_anim.Info_Import)
# 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.scene.imp_sound_to_anim.bArrayCriado:
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":
row.label(text="----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------")
row=layout.row()
if context.scene.imp_sound_to_anim.Info_check_smartrender!= "":
row=layout.row()
row.label(text=context.scene.imp_sound_to_anim.Info_check_smartrender)
row=layout.row()
row.operator(OBJECT_OT_Botao_Check_SmartRender.bl_idname)
if context.scene.imp_sound_to_anim.Info_check_smartrender!= "":
row.operator(OBJECT_OT_Botao_SmartRender.bl_idname)
row=layout.row()
row.prop(context.scene.imp_sound_to_anim,"check_smartrender_loc_rot_sc")
row.prop(context.scene.imp_sound_to_anim,"check_smartrender_material_basic")
row=layout.row()
row.prop(context.scene.imp_sound_to_anim,"check_smartrender_material_transparence")
row.prop(context.scene.imp_sound_to_anim,"check_smartrender_material_mirror")
#-----------------------------
#Use Driver
#-----------------------------
if context.scene.imp_sound_to_anim.bTypeImport == 2:
row.prop(context.scene.imp_sound_to_anim,"audio_sense")
row=layout.row()
row.prop(context.scene.imp_sound_to_anim,"frames_per_second")
row.prop(context.scene.imp_sound_to_anim,"action_per_second")
row=layout.row()
layout.operator(ImportWavFile.bl_idname)
#
#==================================================================================================
# BLENDER UI PropertyGroup
#==================================================================================================
#
#Array created
bArrayCriado = IntProperty(name="",
description="Avisa que rodou process de som",
default=0)
#Script Running
Working = StringProperty(name="",
description="Script esta trabalhando",
maxlen= 1024,
default="")
description="Info about Import",
maxlen= 1024,
default= "")#this set the initial text
#Mensagem Smart Render
Info_check_smartrender = StringProperty(name="",
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",
description="Audio Sensibility.",
min=1,
max=6,
step=1,
default= 1)
#iFramesPorSeg=15 #Frames por segundo para key frame
#fps= (bpy.types.Scene) bpy.context.scene.render.fps
description="Frames you want per second. Better match your set up in Blender scene.",
min=1,
max=120,
step=1)
#iMovPorSeg=1 #Sensibilidade de movimento. 3= 3 movimentos por segundo
action_per_second = IntProperty(name="Act/s",
description="Actions per second. From 1 to #Frames/s",
#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",
description="Scale the result values. See the text at right side of the field",
#iMaxValue=255
action_max_value = IntProperty(name="Clip Max",
description="Set the max value (clip higher values).",
min=1,
max=255,
#iMinValue=0
action_min_value = IntProperty(name="Clip Min",
description="Set the min value. (clip lower values)",
min=0,
max=255,
#iStartFrame=0#
frames_initial = IntProperty(name="Frame Ini",
description="Where to start to put the computed values.",
min=0,
max=999999999,
audio_channel_select = IntProperty(name="Audio Channel",
description="Choose the audio channel to use",
min=1,
max=10,
description="Offset X Values",
min=-999999,
max=999999,
description="Offset Y Values",
min=-999999,
max=999999,
description="Offset Z Values",
min=-999999,
max=999999,
default= 0)
import_type= EnumProperty(items=(('imp_t_Scale', "Scale", "Apply to Scale"),
('imp_t_Rotation', "Rotation", "Apply to Rotation"),
name="",
description= "Property to Import Values",
default='imp_t_Location')
import_where1= EnumProperty(items=(('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")
),
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description= "Where to Import",
default='imp_w_z')
import_where2= EnumProperty(items=(('imp_w_none', "None", ""),
('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", ""),
('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')
#========== Propriedades boolean =============#
# INVERTIDO!!! bNaoValorIgual=True # nao deixa repetir valores INVERTIDO!!!
action_valor_igual = BoolProperty(name="Hard Transition",
description="Use to movements like a mouth, to a arm movement, maybe you will not use this.",
default=1)
action_auto_audio_sense = BoolProperty(name="Auto Audio Sensitivity",
description="Try to discover best audio scale. ",
default=1)
use_just_beat=BoolProperty(name="Just Use The Beat",
description="Try to use just the beat to extract movement.",
remove_beat=BoolProperty(name="Remove The Beat",
description="Try to remove the beat to extract movement.",
default=0)
beat_more_sensible=BoolProperty(name="More Sensible",
description="Try To be more sensible about the beat.",
default=0)
beat_less_sensible=BoolProperty(name="Less Sensible",
description="Try to be less sensible about the beat.",
default=0)
check_smartrender_loc_rot_sc=BoolProperty(name="Loc Rot Scale",
description="Find changes in Location, Rotation and Scale Frame by Frame.",
default=1)
check_smartrender_material_basic=BoolProperty(name="Basic Material",
description="Find changes in basic material settings Frame by Frame.",
default=1)
check_smartrender_material_transparence=BoolProperty(name="Material Transparence",
description="Find changes in material transparence settings Frame by Frame.",
default=0)
check_smartrender_material_mirror=BoolProperty(name="Material Mirror",
description="Find changes in material mirror settings Frame by Frame.",
default=0)
timer_reset_func=BoolProperty(name="Reset Counters",
description="Reset Counters after stop",
default=0)
cancel_button_hit=BoolProperty(name="Cancel Hit",
description="Cancel Hit",
default=0)
optimization_destructive = IntProperty(name="Optimization",
description="Hi value = Hi optimization -> Hi loss of information.",
description="Import Direct or Driver",
default=0)
# 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", \
maxlen= 1024, default= "")
filename = StringProperty(name="File Name", description="Name of the file")
directory = StringProperty(name="Directory", description="Directory of the file")
def WavFileImport(self, context):
self.layout.operator(ImportWavFile.bl_idname, text="Import a wav file", icon='PLUGIN')
#==================================================================================================
# Use Direct
#==================================================================================================
#
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.scene.imp_sound_to_anim.bTypeImport= 1
if context.scene.imp_sound_to_anim.frames_per_second == 0:
context.scene.imp_sound_to_anim.frames_per_second= bpy.context.scene.render.fps
def invoke(self, context, event):
self.execute(context)
#==================================================================================================
# Button - Import
#==================================================================================================
#
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.scene.imp_sound_to_anim.Working=""
#reseta contadores caso seja pedido
if context.scene.imp_sound_to_anim.timer_reset_func:
obi.RunFrom=0
obi.iSumOptimizerP1=0
obi.iSumOptimizerP2=0
obi.iSumOptimizerP3=0
obi.iSumImportFrames=0
context.scene.imp_sound_to_anim.timer_reset_func=False
#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.scene.imp_sound_to_anim.action_escale)
# nao deixa repetir valores
bNaoValorIgual=True
if context.scene.imp_sound_to_anim.action_valor_igual: bNaoValorIgual= False
# inicia no inicio pedido pelo usuario mais ponteiro RunFrom
iStartFrame= int(context.scene.imp_sound_to_anim.frames_initial) + obi.RunFrom
iMaxValue= context.scene.imp_sound_to_anim.action_max_value
iMinValue= context.scene.imp_sound_to_anim.action_min_value
bEscala=bRotacao=bEixo=False
if context.scene.imp_sound_to_anim.import_type=='imp_t_Scale':
bEscala=True;
if context.scene.imp_sound_to_anim.import_type=='imp_t_Rotation':
bRotacao=True;
if context.scene.imp_sound_to_anim.import_type=='imp_t_Location':
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.scene.imp_sound_to_anim.import_where1== 'imp_w_x':
bEixoX=True
bEscalaX=True
bRotationX=True
if context.scene.imp_sound_to_anim.import_where1== 'imp_w_y':
bEixoY=True
bEscalaY=True
bRotationY=True
if context.scene.imp_sound_to_anim.import_where1== 'imp_w_z':
bEixoZ=True
bEscalaZ=True
bRotationZ=True
if context.scene.imp_sound_to_anim.import_where1== 'imp_w_-x':
bEixoX=True
bEscalaX=True
bRotationX=True
iEixoXneg=-1
iEscalaXneg=-1
iRotationNeg=-1
if context.scene.imp_sound_to_anim.import_where1== 'imp_w_-y':
bEixoY=True
bEscalaY=True
bRotationY=True
iEixoYneg=-1
iRotationNeg=-1
iEscalaYneg=-1
if context.scene.imp_sound_to_anim.import_where1== 'imp_w_-z':
bEixoZ=True
bEscalaZ=True
bRotationZ=True
iEixoZneg=-1
iRotationNeg=-1
iEscalaZneg=-1
# LOCAL 2
if context.scene.imp_sound_to_anim.import_where2== 'imp_w_x':
bEixoX=True
bEscalaX=True
bRotationX=True
if context.scene.imp_sound_to_anim.import_where2== 'imp_w_y':
bEixoY=True
bEscalaY=True
bRotationY=True
if context.scene.imp_sound_to_anim.import_where2== 'imp_w_z':
bEixoZ=True
bEscalaZ=True
bRotationZ=True
if context.scene.imp_sound_to_anim.import_where2== 'imp_w_-x':
bEixoX=True
bEscalaX=True
bRotationX=True
iEixoXneg=-1
iEscalaXneg=-1
iRotationNeg=-1
if context.scene.imp_sound_to_anim.import_where2== 'imp_w_-y':
bEixoY=True
bEscalaY=True
bRotationY=True
iEixoYneg=-1
iRotationNeg=-1
iEscalaYneg=-1
if context.scene.imp_sound_to_anim.import_where2== 'imp_w_-z':
bEixoZ=True
bEscalaZ=True
bRotationZ=True
iEixoZneg=-1
iRotationNeg=-1
iEscalaZneg=-1
# LOCAL 3
if context.scene.imp_sound_to_anim.import_where3== 'imp_w_x':
bEixoX=True
bEscalaX=True
bRotationX=True
if context.scene.imp_sound_to_anim.import_where3== 'imp_w_y':
bEixoY=True
bEscalaY=True
bRotationY=True
if context.scene.imp_sound_to_anim.import_where3== 'imp_w_z':
bEixoZ=True
bEscalaZ=True
bRotationZ=True
if context.scene.imp_sound_to_anim.import_where3== 'imp_w_-x':
bEixoX=True
bEscalaX=True
bRotationX=True
iEixoXneg=-1
iEscalaXneg=-1
iRotationNeg=-1
if context.scene.imp_sound_to_anim.import_where3== 'imp_w_-y':
bEixoY=True
bEscalaY=True
bRotationY=True
iEixoYneg=-1
iRotationNeg=-1
iEscalaYneg=-1
if context.scene.imp_sound_to_anim.import_where3== 'imp_w_-z':
bEixoZ=True
bEscalaZ=True
bRotationZ=True
iEixoZneg=-1
iRotationNeg=-1
iEscalaZneg=-1
iMinBaseX=iMinScaleBaseX=context.scene.imp_sound_to_anim.action_offset_x
iMinBaseY=iMinScaleBaseY=context.scene.imp_sound_to_anim.action_offset_y
iMinBaseZ=iMinScaleBaseZ=context.scene.imp_sound_to_anim.action_offset_z
#escala inicia com 1 e nao com zero
iRotationAxisBaseX=context.scene.imp_sound_to_anim.action_offset_x +1
iRotationAxisBaseY=context.scene.imp_sound_to_anim.action_offset_y +1
iRotationAxisBaseZ=context.scene.imp_sound_to_anim.action_offset_z +1
#Added destructive optimizer option - LostLestSignificativeDigit lost/total
iDestructiveOptimizer=context.scene.imp_sound_to_anim.optimization_destructive
#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.scene.imp_sound_to_anim.bArrayCriado:
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
# 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), \
constraint_orientation='GLOBAL', mirror=False, \
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), \
constraint_orientation='GLOBAL', mirror=False, \
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), \
constraint_orientation='GLOBAL', mirror=False, \
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), \
constraint_orientation='GLOBAL', mirror=False, \
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.scene.imp_sound_to_anim.Info_Import="Done. Imported " + str(obi.iSumImportFrames) + " Frames"
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.scene.imp_sound_to_anim.Info_Import="Processing Frame " + str(obi.RunFrom+loop) + \
" of " + str(tot-1) + " Frames"
return obi.RunFrom
#wavimport(context)
#return{'FINISHED'}
context.scene.imp_sound_to_anim.Working= "wavimport"
bpy.ops.wm.modal_timer_operator()
def invoke(self, context, event):
self.execute(context)
#==================================================================================================
# Button - Sound Process
#==================================================================================================
#
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'})
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path = StringProperty(name="File Path", description="Filepath used for importing the WAV file", \
maxlen= 1024, default= "")
filename = StringProperty(name="File Name", description="Name of the file")
directory = StringProperty(name="Directory", description="Directory of the file")
RunFrom=0
Wave_read=0
MaxAudio=0
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.scene.imp_sound_to_anim.timer_reset_func:
obc.RunFrom=0
Wave_read=0
MaxAudio=0
context.scene.imp_sound_to_anim.timer_reset_func=False
#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.scene.imp_sound_to_anim.Info_Import= "Sorry, this compressed Format is NOT Supported "
return False
if SampW > 2:
context.scene.imp_sound_to_anim.Info_Import= "Sorry, supported .wav files 8 and 16 bits only"
print('Sorry, supported .wav files 8 and 16 bits only')
return False
context.scene.imp_sound_to_anim.Info_Import=""
# 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 just the beat.")
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.scene.imp_sound_to_anim.Info_Import= "Click \"Import Key frames\" to begin import" #this set the initial text
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.scene.imp_sound_to_anim.Info_Import="Processing " + str(obg.RunFrom) + " of " + str(looptot) +" Audio Frames"
# 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.scene.imp_sound_to_anim.Working=""
#reseta contadores caso seja pedido
if context.scene.imp_sound_to_anim.timer_reset_func:
obg.RunFrom=0
context.scene.imp_sound_to_anim.timer_reset_func=False
import os
f= os.path.join(context.scene.imp_sound_to_anim.directory, context.scene.imp_sound_to_anim.filename)
if obg.RunFrom==0:
print ("")
print ("")
print ("Selected file = ",f)
checktype = f.split('\\')[-1].split('.')[1]
if checktype.upper() != 'WAV':
print ("ERROR!! Selected file = ", f)
print ("ERROR!! Its not a .wav file")
return
#sensibilidade volume do audio 0 a 5. Quanto maior, mais sensibilidade
iAudioSensib= int(context.scene.imp_sound_to_anim.audio_sense)-1
if iAudioSensib <0: iAudioSensib=0
elif iAudioSensib>5: iAudioSensib=5
#act/s nao pode se maior que frames/s
if context.scene.imp_sound_to_anim.action_per_second > context.scene.imp_sound_to_anim.frames_per_second:
context.scene.imp_sound_to_anim.action_per_second = context.scene.imp_sound_to_anim.frames_per_second
#Frames por segundo para key frame
iFramesPorSeg= int(context.scene.imp_sound_to_anim.frames_per_second)
#Sensibilidade de movimento. 3= 3 movimentos por segundo
iMovPorSeg= int(context.scene.imp_sound_to_anim.action_per_second)
#iDivMovPorSeg Padrao - taxa 4/s ou a cada 0,25s => iFramesPorSeg/iDivMovPorSeg= ~0.25
for i in range(iFramesPorSeg):
iDivMovPorSeg=iFramesPorSeg/(i+1)
if iFramesPorSeg/iDivMovPorSeg >=iMovPorSeg:
break
bRemoveBeat= context.scene.imp_sound_to_anim.remove_beat
bUseBeat= context.scene.imp_sound_to_anim.use_just_beat
bLessSensible= context.scene.imp_sound_to_anim.beat_less_sensible
bMoreSensible= context.scene.imp_sound_to_anim.beat_more_sensible
AudioChannel= context.scene.imp_sound_to_anim.audio_channel_select
# chama funcao de converter som, retorna preenchendo _Interna_Globals.array
index= OBJECT_OT_Botao_Go.SoundConv(f, int(iDivMovPorSeg), iAudioSensib, iFramesPorSeg, context, \
context.scene.imp_sound_to_anim.action_auto_audio_sense, bRemoveBeat, \
bUseBeat, bMoreSensible, bLessSensible, AudioChannel, loop)
return index
def execute(self, context):
# copia dados dialof open wave
context.scene.imp_sound_to_anim.filter_glob= self.filter_glob
context.scene.imp_sound_to_anim.path = self.path
context.scene.imp_sound_to_anim.filename = self.filename
context.scene.imp_sound_to_anim.directory = self.directory
context.scene.imp_sound_to_anim.Working= "ProcessaSom"
bpy.ops.wm.modal_timer_operator()
#ProcessaSom(context)
return{'FINISHED'}
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 - Check Smart Render
#==================================================================================================
#
class OBJECT_OT_Botao_Check_SmartRender(bpy.types.Operator):
'''Check for Reduction'''
bl_idname = "import.sound_animation_botao_check_smartrender"
bl_label = "Check Smart Render"
RunFrom=0
Frames_Renderizar=0
Frames_Pular=0
def CheckSmartRender(context, loop):
obc= OBJECT_OT_Botao_Check_SmartRender
#reseta contadores caso seja pedido
if context.scene.imp_sound_to_anim.timer_reset_func:
obc.RunFrom=0
obc.Frames_Pular=0
obc.Frames_Renderizar=0
context.scene.imp_sound_to_anim.timer_reset_func=False
if obc.RunFrom==0:
if loop !=1: # loop==1 quando estou chamando de dentro da funcao render
print("")
print("================================================================")
print('Running Check Smart Render...')
#garante ao menos locrotscale ligado
if context.scene.imp_sound_to_anim.check_smartrender_loc_rot_sc==False and \
context.scene.imp_sound_to_anim.check_smartrender_material_basic==False and \
context.scene.imp_sound_to_anim.check_smartrender_material_transparence==False and \
context.scene.imp_sound_to_anim.check_smartrender_material_mirror==False:
context.scene.imp_sound_to_anim.check_smartrender_loc_rot_sc=True
chkLocRotSc= context.scene.imp_sound_to_anim.check_smartrender_loc_rot_sc
chkMatBas= context.scene.imp_sound_to_anim.check_smartrender_material_basic
chkMatTransp= context.scene.imp_sound_to_anim.check_smartrender_material_transparence
chkMatMirror= context.scene.imp_sound_to_anim.check_smartrender_material_mirror
ToRender=[]
origloop=loop
from copy import copy
RunMax= bpy.context.scene.frame_end - bpy.context.scene.frame_start+1
if obc.RunFrom+loop > RunMax:
loop= RunMax-obc.RunFrom
if loop<=0: #acabou
if origloop !=1: # loop==1 quando estou chamando de dentro da funcao render
print("")
print("Frames to copy: " + str(obc.Frames_Pular) + " Frames to really render= " + str(obc.Frames_Renderizar))
print("================================================================")
print("")
obc.RunFrom=0
obc.Frames_Pular=0
obc.Frames_Renderizar=0
return (ToRender, obc.RunFrom)
#move para o primeiro frame a renderizar
#RunFrom inicia em zero - frames inicia em 1
bpy.context.scene.frame_current = obc.RunFrom+bpy.context.scene.frame_start
for k in range(loop):
if obc.RunFrom==0 and k==0: #primeiro sempre renderiza
ToRender.append(bpy.context.scene.frame_current)
obc.Frames_Renderizar+=1
bpy.context.scene.frame_set(bpy.context.scene.frame_current + 1)
else:
if origloop !=1: # loop==1 quando estou chamando de dentro da funcao render
import sys
sys.stdout.write("\rChecking Frame "+str(bpy.context.scene.frame_current) + " ")
sys.stdout.flush()
#buffer de todos os objetos
a=[]
for obj in bpy.data.objects:
if chkLocRotSc:
# loc rot scale
a.append(copy(obj.location))
a.append(copy(obj.rotation_euler))
a.append(copy(obj.scale))
if hasattr(obj.data, 'materials') and obj.data.materials.keys()!=[] :
if bpy.context.scene.render.engine == "BLENDER_RENDER":
#pega somente primeiro material sempre
if chkMatBas:
# cores
a.append(copy(obj.data.materials[0].type))
a.append(copy(obj.data.materials[0].emit))
a.append(copy(obj.data.materials[0].diffuse_color))
a.append(copy(obj.data.materials[0].diffuse_intensity))
a.append(copy(obj.data.materials[0].specular_intensity))
a.append(copy(obj.data.materials[0].specular_color))
a.append(copy(obj.data.materials[0].alpha))
a.append(copy(obj.data.materials[0].diffuse_shader))
a.append(copy(obj.data.materials[0].specular_shader))
a.append(copy(obj.data.materials[0].specular_hardness))
if chkMatTransp:
# transp
a.append(copy(obj.data.materials[0].transparency_method))
a.append(copy(obj.data.materials[0].specular_alpha))
a.append(copy(obj.data.materials[0].raytrace_transparency.fresnel))
a.append(copy(obj.data.materials[0].raytrace_transparency.ior))
a.append(copy(obj.data.materials[0].raytrace_transparency.filter))
a.append(copy(obj.data.materials[0].raytrace_transparency.depth))
a.append(copy(obj.data.materials[0].translucency))
a.append(copy(obj.data.materials[0].specular_alpha))
if chkMatMirror:
#mirror
a.append(copy(obj.data.materials[0].raytrace_mirror.reflect_factor))
a.append(copy(obj.data.materials[0].raytrace_mirror.fresnel))
a.append(copy(obj.data.materials[0].raytrace_mirror.fresnel_factor))
a.append(copy(obj.data.materials[0].mirror_color))
a.append(copy(obj.data.materials[0].raytrace_mirror.depth))
a.append(copy(obj.data.materials[0].raytrace_mirror.gloss_factor))
# tenho todos os objetos em a[]
# incrementar um frame e checar se eh igual
bpy.context.scene.frame_set(bpy.context.scene.frame_current + 1)
j=0
dif=0
for obj in bpy.data.objects:
if chkLocRotSc:
if a[j]!= obj.location or a[j+1]!= obj.rotation_euler or a[j+2]!= obj.scale:
dif=1
#break
j+=3
if hasattr(obj.data, 'materials') and obj.data.materials.keys()!=[] :
if bpy.context.scene.render.engine == "BLENDER_RENDER":
if chkMatBas:
# cores
if a[j]!= obj.data.materials[0].type or a[j+1]!= obj.data.materials[0].emit or \
a[j+2]!= obj.data.materials[0].diffuse_color or \
a[j+3]!= obj.data.materials[0].diffuse_intensity or \
a[j+4]!= obj.data.materials[0].specular_intensity or \
a[j+5]!= obj.data.materials[0].specular_color or \
a[j+6]!= obj.data.materials[0].alpha or \
a[j+7]!= obj.data.materials[0].diffuse_shader or \
a[j+8]!= obj.data.materials[0].specular_shader or \
a[j+9]!= obj.data.materials[0].specular_hardness:
dif=1
print("mat")
j+= 10 # ajusta ponteiro j
if chkMatTransp: j+=8
if chkMatMirror: j+=6
break
j+=10
if chkMatTransp:
#transp
if a[j]!= obj.data.materials[0].transparency_method or a[j+1]!= obj.data.materials[0].specular_alpha or \
a[j+2]!= obj.data.materials[0].raytrace_transparency.fresnel or \
a[j+3]!= obj.data.materials[0].raytrace_transparency.ior or \
a[j+4]!= obj.data.materials[0].raytrace_transparency.filter or \
a[j+5]!= obj.data.materials[0].raytrace_transparency.depth or \
a[j+6]!= obj.data.materials[0].translucency or \
a[j+7]!= obj.data.materials[0].specular_alpha:
dif=1
j+= 8 # ajusta ponteiro j
if chkMatMirror: j+=6
break
j+=8
if chkMatMirror:
#mirror
if a[j]!= obj.data.materials[0].raytrace_mirror.reflect_factor or a[j+1]!= obj.data.materials[0].raytrace_mirror.fresnel or \
a[j+2]!= obj.data.materials[0].raytrace_mirror.fresnel_factor or \
a[j+3]!= obj.data.materials[0].mirror_color or \
a[j+4]!= obj.data.materials[0].raytrace_mirror.depth or \
a[j+5]!= obj.data.materials[0].raytrace_mirror.gloss_factor:
dif=1
j+= 6 # ajusta ponteiro j
break
j+=6
# finaliza
if dif==0:
obc.Frames_Pular+=1
else:
obc.Frames_Renderizar+=1
ToRender.append(bpy.context.scene.frame_current)
del a
# para nao sair do index - nunca chega nesse frame
ToRender.append(bpy.context.scene.frame_end+1)
if obc.RunFrom+loop < RunMax:
context.scene.imp_sound_to_anim.Info_check_smartrender= "["+str(obc.RunFrom+loop) + "/" + \
str(RunMax) + "] Frames to Render= " + str(obc.Frames_Renderizar) + \
" -> Reduction " + str(round((obc.Frames_Pular/RunMax)*100,1)) + "%"
else:
context.scene.imp_sound_to_anim.Info_check_smartrender= "Frames to Render= " + str(obc.Frames_Renderizar) + \
" -> Reduction " + str(round((obc.Frames_Pular/RunMax)*100,1)) + "%"
#incrementa indice
obc.RunFrom+= loop
return (ToRender, obc.RunFrom)
def execute(self, context):
context.scene.imp_sound_to_anim.Working= "CheckSmartRender"
#context.scene.imp_sound_to_anim.timer_reset_func=True
bpy.ops.wm.modal_timer_operator()
#CheckSmartRender(context)
return{'FINISHED'}
def invoke(self, context, event):
self.execute(context)
return {'FINISHED'}
#
#==================================================================================================
# Button - Smart Render
#==================================================================================================
#
class OBJECT_OT_Botao_SmartRender(bpy.types.Operator):
'''Render Only Modified Frames and Copy the Others'''
bl_idname = "import.sound_animation_smart_render"
bl_label = "Smart Render"
BaseRenderToCopy=0
def SmartRender(context):
obs=OBJECT_OT_Botao_SmartRender
index=0
pad=4
#calcula zero pad
if bpy.context.scene.frame_end //1000000 > 0: #default 999999 1000000//1000000=1
pad=7
elif bpy.context.scene.frame_end //100000 > 0: #default 99999 100000//100000=1
pad=6
elif bpy.context.scene.frame_end //10000 > 0: #default 9999 10000//10000=1
pad=5
#bpy.data.images['Render Result'].file_format ='PNG'
bpy.context.scene.render.image_settings.file_format = 'PNG'
#info dos arquivos
path= bpy.context.scene.render.filepath
import shutil
tot=bpy.context.scene.frame_end - bpy.context.scene.frame_start+1
i=0
# checa apenas 1 frame o indice é interno em ChackSmartRender
r= OBJECT_OT_Botao_Check_SmartRender.CheckSmartRender(context, 1)
ToRender= r[0] # tem numero do frame se for para renderizar
index= r[1]
#copia frame atual #se o frame ja não foi renderizado
if (obs.BaseRenderToCopy!=(index+bpy.context.scene.frame_start-1)) and index > 1: #index!=1 and index !=0:
print("Copying: " + str(obs.BaseRenderToCopy) + "-> " + str(index+bpy.context.scene.frame_start-1) + \
" To " + path + str(index+bpy.context.scene.frame_start-1).zfill(pad) + ".png")
shutil.copy2(path + str(obs.BaseRenderToCopy).zfill(pad) + ".png", path + \
str(index+bpy.context.scene.frame_start-1).zfill(pad) + ".png")
if ToRender.__len__()>1: #renderizar 1 item em ToRender nao renderiza, (sempre vem com no minimo 1)
if index==1:
print("================================================================")
from time import strftime
print(strftime("Running Smart Render: %H:%M:%S"))
print("================================================================")
BaseRenderToCopy=0
if ToRender[0] <= bpy.context.scene.frame_end:
#renderiza proximo frame
print("Rendering-> " + str(ToRender[0]))
obs.BaseRenderToCopy= ToRender[0]
bpy.ops.render.render(animation=False, write_still=False)
bpy.data.images['Render Result'].save_render(filepath=path + str(ToRender[0]).zfill(pad) + ".png")
i+=1
if index==tot:
print("================================================================")
from time import strftime
print(strftime("Finish Render: %H:%M:%S"))
print("================================================================")
print(".")
if index==tot+1:
obs.BaseRenderToCopy=0
return 0
return index
def execute(self, context):
# se for CYCLES, nao funciona com timer, preciso rodar direto
context.scene.imp_sound_to_anim.Working= "SmartRender"
bpy.ops.wm.modal_timer_operator()
#SmartRender(context)
return{'FINISHED'}
def invoke(self, context, event):
self.execute(context)
return {'FINISHED'}
#
#==================================================================================================
# 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.scene.imp_sound_to_anim.cancel_button_hit=True
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.scene.imp_sound_to_anim.Working= func
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.scene.imp_sound_to_anim.Working=""
self.Running=False
#reseta contadores
context.scene.imp_sound_to_anim.timer_reset_func=True
# 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.scene.imp_sound_to_anim.Working== "CheckSmartRender":
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.scene.imp_sound_to_anim.Working== "SmartRender":
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.scene.imp_sound_to_anim.Working== "ProcessaSom":
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.scene.imp_sound_to_anim.Working== "wavimport":
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.scene.imp_sound_to_anim.Working== ""
return {'PASS_THROUGH'}
# reseta e para tudo botao CANCEL pressionado
if context.scene.imp_sound_to_anim.cancel_button_hit==True:
context.scene.imp_sound_to_anim.Working=""
#pede reset contadores
context.scene.imp_sound_to_anim.timer_reset_func=True
if self._timer!= None:
context.window_manager.event_timer_remove(self._timer)
self._timer= None
print("-- Cancel Pressed --")
context.scene.imp_sound_to_anim.cancel_button_hit=False
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, context.window)
context.window_manager.modal_handler_add(self)
#para deixar rodar sem deligar o timer
context.scene.imp_sound_to_anim.timer_desligar=False
self.Running=True
return {'RUNNING_MODAL'}
def cancel(self, context):
if self._timer!= None:
context.window_manager.event_timer_remove(self._timer)
self._timer= None
def parar(self, context):
if self.Running:
context.scene.imp_sound_to_anim.Working=""
self.Running=False
#
#==================================================================================================
# Register - Unregister - MAIN
#==================================================================================================
#
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.")
try:
bpy.utils.unregister_module(__name__)
except:
pass
try:
bpy.types.INFO_MT_file_import.remove(WavFileImport)
except:
pass