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load_audio

Load audio in Blender.

AudioLoader

Bases: BlenderLoader

Load audio in Blender.

Source code in client/ayon_blender/plugins/load/load_audio.py
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class AudioLoader(plugin.BlenderLoader):
    """Load audio in Blender."""

    product_types = {"audio"}
    representations = {"wav"}

    label = "Load Audio"
    icon = "volume-up"
    color = "orange"

    def process_asset(
        self, context: dict, name: str, namespace: Optional[str] = None,
        options: Optional[Dict] = None
    ) -> Optional[List]:
        """
        Arguments:
            name: Use pre-defined name
            namespace: Use pre-defined namespace
            context: Full parenthood of representation to load
            options: Additional settings dictionary
        """
        libpath = self.filepath_from_context(context)
        folder_name = context["folder"]["name"]
        product_name = context["product"]["name"]

        asset_name = plugin.prepare_scene_name(folder_name, product_name)
        unique_number = plugin.get_unique_number(folder_name, product_name)
        group_name = plugin.prepare_scene_name(
            folder_name, product_name, unique_number
        )
        namespace = namespace or f"{folder_name}_{unique_number}"

        avalon_container = bpy.data.collections.get(AVALON_CONTAINERS)
        if not avalon_container:
            avalon_container = bpy.data.collections.new(name=AVALON_CONTAINERS)
            bpy.context.scene.collection.children.link(avalon_container)

        asset_group = bpy.data.objects.new(group_name, object_data=None)
        avalon_container.objects.link(asset_group)

        # Blender needs the Sequence Editor in the current window, to be able
        # to load the audio. We take one of the areas in the window, save its
        # type, and switch to the Sequence Editor. After loading the audio,
        # we switch back to the previous area.
        window_manager = bpy.context.window_manager
        old_type = window_manager.windows[-1].screen.areas[0].type
        window_manager.windows[-1].screen.areas[0].type = "SEQUENCE_EDITOR"

        # We override the context to load the audio in the sequence editor.
        oc = bpy.context.copy()
        oc["area"] = window_manager.windows[-1].screen.areas[0]

        with bpy.context.temp_override(**oc):
            bpy.ops.sequencer.sound_strip_add(filepath=libpath, frame_start=1)

        window_manager.windows[-1].screen.areas[0].type = old_type

        p = Path(libpath)
        audio = p.name

        asset_group[AVALON_PROPERTY] = {
            "schema": "openpype:container-2.0",
            "id": AVALON_CONTAINER_ID,
            "name": name,
            "namespace": namespace or '',
            "loader": str(self.__class__.__name__),
            "representation": context["representation"]["id"],
            "libpath": libpath,
            "asset_name": asset_name,
            "parent": context["representation"]["versionId"],
            "productType": context["product"]["productType"],
            "objectName": group_name,
            "audio": audio,
            "project_name": context["project"]["name"],
        }

        objects = []
        self[:] = objects
        return [objects]

    def exec_update(self, container: Dict, context: Dict):
        """Update an audio strip in the sequence editor.

        Arguments:
            container (openpype:container-1.0): Container to update,
                from `host.ls()`.
            representation (openpype:representation-1.0): Representation to
                update, from `host.ls()`.
        """
        repre_entity = context["representation"]
        object_name = container["objectName"]
        asset_group = bpy.data.objects.get(object_name)
        libpath = Path(get_representation_path(repre_entity))

        self.log.info(
            "Container: %s\nRepresentation: %s",
            pformat(container, indent=2),
            pformat(repre_entity, indent=2),
        )

        assert asset_group, (
            f"The asset is not loaded: {container['objectName']}"
        )
        assert libpath, (
            "No existing library file found for {container['objectName']}"
        )
        assert libpath.is_file(), (
            f"The file doesn't exist: {libpath}"
        )

        metadata = asset_group.get(AVALON_PROPERTY)
        group_libpath = metadata["libpath"]

        normalized_group_libpath = (
            str(Path(bpy.path.abspath(group_libpath)).resolve())
        )
        normalized_libpath = (
            str(Path(bpy.path.abspath(str(libpath))).resolve())
        )
        self.log.debug(
            "normalized_group_libpath:\n  %s\nnormalized_libpath:\n  %s",
            normalized_group_libpath,
            normalized_libpath,
        )
        if normalized_group_libpath == normalized_libpath:
            self.log.info("Library already loaded, not updating...")
            return

        old_audio = container["audio"]
        p = Path(libpath)
        new_audio = p.name

        # Blender needs the Sequence Editor in the current window, to be able
        # to update the audio. We take one of the areas in the window, save its
        # type, and switch to the Sequence Editor. After updating the audio,
        # we switch back to the previous area.
        window_manager = bpy.context.window_manager
        old_type = window_manager.windows[-1].screen.areas[0].type
        window_manager.windows[-1].screen.areas[0].type = "SEQUENCE_EDITOR"

        # We override the context to load the audio in the sequence editor.
        oc = bpy.context.copy()
        oc["area"] = window_manager.windows[-1].screen.areas[0]

        with bpy.context.temp_override(**oc):
            # We deselect all sequencer strips, and then select the one we
            # need to remove.
            bpy.ops.sequencer.select_all(action='DESELECT')
            scene = bpy.context.scene
            scene.sequence_editor.sequences_all[old_audio].select = True

            bpy.ops.sequencer.delete()
            bpy.data.sounds.remove(bpy.data.sounds[old_audio])

            bpy.ops.sequencer.sound_strip_add(
                filepath=str(libpath), frame_start=1)

        window_manager.windows[-1].screen.areas[0].type = old_type

        metadata["libpath"] = str(libpath)
        metadata["representation"] = repre_entity["id"]
        metadata["parent"] = repre_entity["versionId"]
        metadata["audio"] = new_audio
        metadata["project_name"] = context["project"]["name"]

    def exec_remove(self, container: Dict) -> bool:
        """Remove an audio strip from the sequence editor and the container.

        Arguments:
            container (openpype:container-1.0): Container to remove,
                from `host.ls()`.

        Returns:
            bool: Whether the container was deleted.
        """
        object_name = container["objectName"]
        asset_group = bpy.data.objects.get(object_name)

        if not asset_group:
            return False

        audio = container["audio"]

        # Blender needs the Sequence Editor in the current window, to be able
        # to remove the audio. We take one of the areas in the window, save its
        # type, and switch to the Sequence Editor. After removing the audio,
        # we switch back to the previous area.
        window_manager = bpy.context.window_manager
        old_type = window_manager.windows[-1].screen.areas[0].type
        window_manager.windows[-1].screen.areas[0].type = "SEQUENCE_EDITOR"

        # We override the context to load the audio in the sequence editor.
        oc = bpy.context.copy()
        oc["area"] = window_manager.windows[-1].screen.areas[0]

        with bpy.context.temp_override(**oc):
            # We deselect all sequencer strips, and then select the one we
            # need to remove.
            bpy.ops.sequencer.select_all(action='DESELECT')
            scene = bpy.context.scene
            scene.sequence_editor.sequences_all[audio].select = True
            bpy.ops.sequencer.delete()

        window_manager.windows[-1].screen.areas[0].type = old_type

        bpy.data.sounds.remove(bpy.data.sounds[audio])

        bpy.data.objects.remove(asset_group)

        return True

exec_remove(container)

Remove an audio strip from the sequence editor and the container.

Parameters:

Name Type Description Default
container openpype

container-1.0): Container to remove, from host.ls().

required

Returns:

Name Type Description
bool bool

Whether the container was deleted.

Source code in client/ayon_blender/plugins/load/load_audio.py
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def exec_remove(self, container: Dict) -> bool:
    """Remove an audio strip from the sequence editor and the container.

    Arguments:
        container (openpype:container-1.0): Container to remove,
            from `host.ls()`.

    Returns:
        bool: Whether the container was deleted.
    """
    object_name = container["objectName"]
    asset_group = bpy.data.objects.get(object_name)

    if not asset_group:
        return False

    audio = container["audio"]

    # Blender needs the Sequence Editor in the current window, to be able
    # to remove the audio. We take one of the areas in the window, save its
    # type, and switch to the Sequence Editor. After removing the audio,
    # we switch back to the previous area.
    window_manager = bpy.context.window_manager
    old_type = window_manager.windows[-1].screen.areas[0].type
    window_manager.windows[-1].screen.areas[0].type = "SEQUENCE_EDITOR"

    # We override the context to load the audio in the sequence editor.
    oc = bpy.context.copy()
    oc["area"] = window_manager.windows[-1].screen.areas[0]

    with bpy.context.temp_override(**oc):
        # We deselect all sequencer strips, and then select the one we
        # need to remove.
        bpy.ops.sequencer.select_all(action='DESELECT')
        scene = bpy.context.scene
        scene.sequence_editor.sequences_all[audio].select = True
        bpy.ops.sequencer.delete()

    window_manager.windows[-1].screen.areas[0].type = old_type

    bpy.data.sounds.remove(bpy.data.sounds[audio])

    bpy.data.objects.remove(asset_group)

    return True

exec_update(container, context)

Update an audio strip in the sequence editor.

Parameters:

Name Type Description Default
container openpype

container-1.0): Container to update, from host.ls().

required
representation openpype

representation-1.0): Representation to update, from host.ls().

required
Source code in client/ayon_blender/plugins/load/load_audio.py
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def exec_update(self, container: Dict, context: Dict):
    """Update an audio strip in the sequence editor.

    Arguments:
        container (openpype:container-1.0): Container to update,
            from `host.ls()`.
        representation (openpype:representation-1.0): Representation to
            update, from `host.ls()`.
    """
    repre_entity = context["representation"]
    object_name = container["objectName"]
    asset_group = bpy.data.objects.get(object_name)
    libpath = Path(get_representation_path(repre_entity))

    self.log.info(
        "Container: %s\nRepresentation: %s",
        pformat(container, indent=2),
        pformat(repre_entity, indent=2),
    )

    assert asset_group, (
        f"The asset is not loaded: {container['objectName']}"
    )
    assert libpath, (
        "No existing library file found for {container['objectName']}"
    )
    assert libpath.is_file(), (
        f"The file doesn't exist: {libpath}"
    )

    metadata = asset_group.get(AVALON_PROPERTY)
    group_libpath = metadata["libpath"]

    normalized_group_libpath = (
        str(Path(bpy.path.abspath(group_libpath)).resolve())
    )
    normalized_libpath = (
        str(Path(bpy.path.abspath(str(libpath))).resolve())
    )
    self.log.debug(
        "normalized_group_libpath:\n  %s\nnormalized_libpath:\n  %s",
        normalized_group_libpath,
        normalized_libpath,
    )
    if normalized_group_libpath == normalized_libpath:
        self.log.info("Library already loaded, not updating...")
        return

    old_audio = container["audio"]
    p = Path(libpath)
    new_audio = p.name

    # Blender needs the Sequence Editor in the current window, to be able
    # to update the audio. We take one of the areas in the window, save its
    # type, and switch to the Sequence Editor. After updating the audio,
    # we switch back to the previous area.
    window_manager = bpy.context.window_manager
    old_type = window_manager.windows[-1].screen.areas[0].type
    window_manager.windows[-1].screen.areas[0].type = "SEQUENCE_EDITOR"

    # We override the context to load the audio in the sequence editor.
    oc = bpy.context.copy()
    oc["area"] = window_manager.windows[-1].screen.areas[0]

    with bpy.context.temp_override(**oc):
        # We deselect all sequencer strips, and then select the one we
        # need to remove.
        bpy.ops.sequencer.select_all(action='DESELECT')
        scene = bpy.context.scene
        scene.sequence_editor.sequences_all[old_audio].select = True

        bpy.ops.sequencer.delete()
        bpy.data.sounds.remove(bpy.data.sounds[old_audio])

        bpy.ops.sequencer.sound_strip_add(
            filepath=str(libpath), frame_start=1)

    window_manager.windows[-1].screen.areas[0].type = old_type

    metadata["libpath"] = str(libpath)
    metadata["representation"] = repre_entity["id"]
    metadata["parent"] = repre_entity["versionId"]
    metadata["audio"] = new_audio
    metadata["project_name"] = context["project"]["name"]

process_asset(context, name, namespace=None, options=None)

Parameters:

Name Type Description Default
name str

Use pre-defined name

required
namespace Optional[str]

Use pre-defined namespace

None
context dict

Full parenthood of representation to load

required
options Optional[Dict]

Additional settings dictionary

None
Source code in client/ayon_blender/plugins/load/load_audio.py
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def process_asset(
    self, context: dict, name: str, namespace: Optional[str] = None,
    options: Optional[Dict] = None
) -> Optional[List]:
    """
    Arguments:
        name: Use pre-defined name
        namespace: Use pre-defined namespace
        context: Full parenthood of representation to load
        options: Additional settings dictionary
    """
    libpath = self.filepath_from_context(context)
    folder_name = context["folder"]["name"]
    product_name = context["product"]["name"]

    asset_name = plugin.prepare_scene_name(folder_name, product_name)
    unique_number = plugin.get_unique_number(folder_name, product_name)
    group_name = plugin.prepare_scene_name(
        folder_name, product_name, unique_number
    )
    namespace = namespace or f"{folder_name}_{unique_number}"

    avalon_container = bpy.data.collections.get(AVALON_CONTAINERS)
    if not avalon_container:
        avalon_container = bpy.data.collections.new(name=AVALON_CONTAINERS)
        bpy.context.scene.collection.children.link(avalon_container)

    asset_group = bpy.data.objects.new(group_name, object_data=None)
    avalon_container.objects.link(asset_group)

    # Blender needs the Sequence Editor in the current window, to be able
    # to load the audio. We take one of the areas in the window, save its
    # type, and switch to the Sequence Editor. After loading the audio,
    # we switch back to the previous area.
    window_manager = bpy.context.window_manager
    old_type = window_manager.windows[-1].screen.areas[0].type
    window_manager.windows[-1].screen.areas[0].type = "SEQUENCE_EDITOR"

    # We override the context to load the audio in the sequence editor.
    oc = bpy.context.copy()
    oc["area"] = window_manager.windows[-1].screen.areas[0]

    with bpy.context.temp_override(**oc):
        bpy.ops.sequencer.sound_strip_add(filepath=libpath, frame_start=1)

    window_manager.windows[-1].screen.areas[0].type = old_type

    p = Path(libpath)
    audio = p.name

    asset_group[AVALON_PROPERTY] = {
        "schema": "openpype:container-2.0",
        "id": AVALON_CONTAINER_ID,
        "name": name,
        "namespace": namespace or '',
        "loader": str(self.__class__.__name__),
        "representation": context["representation"]["id"],
        "libpath": libpath,
        "asset_name": asset_name,
        "parent": context["representation"]["versionId"],
        "productType": context["product"]["productType"],
        "objectName": group_name,
        "audio": audio,
        "project_name": context["project"]["name"],
    }

    objects = []
    self[:] = objects
    return [objects]