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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_base_types = {"audio"}
    product_types = product_base_types
    representations = {"*"}
    extensions = {"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}"

        asset_group = bpy.data.objects.new(group_name, object_data=None)
        add_to_ayon_container(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"

        # The sequencer scene must be resolved before copying the context,
        # otherwise the override would still contain an unset sequencer scene.
        scene = get_sequencer_scene()

        # Versions without frame range data start at the scene frame start
        frame_start = get_version_frame_start(context)
        if frame_start is None:
            frame_start = scene.frame_start

        # 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):
            strip = add_sound_strip(
                scene, filepath=libpath, frame_start=frame_start)
            audio = strip.name

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

        asset_group[AYON_PROPERTY] = {
            "schema": "ayon:container-3.0",
            "id": AYON_CONTAINER_ID,
            "name": name,
            "namespace": namespace or '',
            "loader": str(self.__class__.__name__),
            "representation": context["representation"]["id"],
            "libpath": libpath,
            "asset_name": asset_name,
            "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 (ayon:container-1.0): Container to update,
                from `host.ls()`.
            representation (ayon: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(self.filepath_from_context(context))

        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(AYON_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"]

        # 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"

        # The sequencer scene must be resolved before copying the context,
        # otherwise the override would still contain an unset sequencer scene.
        scene = get_sequencer_scene()

        # 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):
            old_strip = get_all_strips(scene.sequence_editor)[old_audio]

            # Keep the strip where the user placed it. Moving it to match
            # the new version is left to the user.
            channel = old_strip.channel
            frame_start = int(old_strip.frame_start)

            remove_sound_strip(old_strip)
            new_strip = add_sound_strip(
                scene,
                filepath=str(libpath),
                frame_start=frame_start,
                channel=channel,
            )
            new_audio = new_strip.name

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

        metadata["libpath"] = str(libpath)
        metadata["representation"] = repre_entity["id"]
        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 (ayon: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"

        # The sequencer scene must be resolved before copying the context,
        # otherwise the override would still contain an unset sequencer scene.
        scene = get_sequencer_scene()

        # 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):
            remove_sound_strip(get_all_strips(scene.sequence_editor)[audio])

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

        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 (ayon

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 (ayon: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"

    # The sequencer scene must be resolved before copying the context,
    # otherwise the override would still contain an unset sequencer scene.
    scene = get_sequencer_scene()

    # 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):
        remove_sound_strip(get_all_strips(scene.sequence_editor)[audio])

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

    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 (ayon

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

required
representation (ayon

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 (ayon:container-1.0): Container to update,
            from `host.ls()`.
        representation (ayon: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(self.filepath_from_context(context))

    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(AYON_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"]

    # 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"

    # The sequencer scene must be resolved before copying the context,
    # otherwise the override would still contain an unset sequencer scene.
    scene = get_sequencer_scene()

    # 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):
        old_strip = get_all_strips(scene.sequence_editor)[old_audio]

        # Keep the strip where the user placed it. Moving it to match
        # the new version is left to the user.
        channel = old_strip.channel
        frame_start = int(old_strip.frame_start)

        remove_sound_strip(old_strip)
        new_strip = add_sound_strip(
            scene,
            filepath=str(libpath),
            frame_start=frame_start,
            channel=channel,
        )
        new_audio = new_strip.name

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

    metadata["libpath"] = str(libpath)
    metadata["representation"] = repre_entity["id"]
    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}"

    asset_group = bpy.data.objects.new(group_name, object_data=None)
    add_to_ayon_container(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"

    # The sequencer scene must be resolved before copying the context,
    # otherwise the override would still contain an unset sequencer scene.
    scene = get_sequencer_scene()

    # Versions without frame range data start at the scene frame start
    frame_start = get_version_frame_start(context)
    if frame_start is None:
        frame_start = scene.frame_start

    # 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):
        strip = add_sound_strip(
            scene, filepath=libpath, frame_start=frame_start)
        audio = strip.name

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

    asset_group[AYON_PROPERTY] = {
        "schema": "ayon:container-3.0",
        "id": AYON_CONTAINER_ID,
        "name": name,
        "namespace": namespace or '',
        "loader": str(self.__class__.__name__),
        "representation": context["representation"]["id"],
        "libpath": libpath,
        "asset_name": asset_name,
        "objectName": group_name,
        "audio": audio,
        "project_name": context["project"]["name"],
    }

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

add_sound_strip(scene, **kwargs)

Add a sound strip to the sequencer and return the created strip.

The strip name is unique in the sequence editor so it may differ from the filename if a strip with that name already exists.

Source code in client/ayon_blender/plugins/load/load_audio.py
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def add_sound_strip(scene: bpy.types.Scene, **kwargs):
    """Add a sound strip to the sequencer and return the created strip.

    The strip name is unique in the sequence editor so it may differ from
    the filename if a strip with that name already exists.
    """
    bpy.ops.sequencer.sound_strip_add(**kwargs)
    return scene.sequence_editor.active_strip

get_all_strips(sequence_editor)

Return all strips of the sequence editor.

Blender 4.4 renamed sequences_all to strips_all and Blender 5.0 removed sequences_all.

Source code in client/ayon_blender/plugins/load/load_audio.py
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def get_all_strips(sequence_editor: bpy.types.SequenceEditor):
    """Return all strips of the sequence editor.

    Blender 4.4 renamed `sequences_all` to `strips_all` and Blender 5.0
    removed `sequences_all`.
    """
    if hasattr(sequence_editor, "strips_all"):
        return sequence_editor.strips_all
    return sequence_editor.sequences_all

get_sequencer_scene()

Return the scene the sequencer operates on in the current context.

Since Blender 5.0 the sequencer scene is defined per workspace instead of always being the active scene. It may be unset, in which case the sequencer operators can not run, so we then set it to the active scene.

Source code in client/ayon_blender/plugins/load/load_audio.py
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def get_sequencer_scene() -> bpy.types.Scene:
    """Return the scene the sequencer operates on in the current context.

    Since Blender 5.0 the sequencer scene is defined per workspace instead
    of always being the active scene. It may be unset, in which case the
    sequencer operators can not run, so we then set it to the active scene.
    """
    context = bpy.context
    workspace = context.workspace
    if not hasattr(workspace, "sequencer_scene"):
        return context.scene
    if workspace.sequencer_scene is None:
        workspace.sequencer_scene = context.scene
    return workspace.sequencer_scene

get_version_frame_start(context)

Return the start frame, including handles, of the version to load.

Returns None if the version has no frame range data.

Source code in client/ayon_blender/plugins/load/load_audio.py
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def get_version_frame_start(context: dict) -> Optional[int]:
    """Return the start frame, including handles, of the version to load.

    Returns None if the version has no frame range data.
    """
    version_attrib = context["version"]["attrib"]
    frame_start = version_attrib.get("frameStart")
    if frame_start is None:
        return None
    handle_start = version_attrib.get("handleStart") or 0
    return int(frame_start - handle_start)

remove_sound_strip(strip)

Remove a sound strip and its sound if it has no other users.

Source code in client/ayon_blender/plugins/load/load_audio.py
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def remove_sound_strip(strip):
    """Remove a sound strip and its sound if it has no other users."""
    sound = strip.sound
    bpy.ops.sequencer.select_all(action='DESELECT')
    strip.select = True
    bpy.ops.sequencer.delete()
    if sound and not sound.users:
        bpy.data.sounds.remove(sound)