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QuartzCrystal: unexpected fps/timeHi, I have a terrible problem:) I have a composition which render 3d patch using audio input's spectrum, and spectrum is coming from Kineme audio player patch. Overall audio runtime is 2 minute. While offline rendering with QuartzCrystal (at 1920x1080+prores HQ_High on Mac pro), I select 50 fps and output video's duration is 1/4 of the "expected" duration and 3/4 is blank video. On 25 frame, it's 1 minute, and finally on loosy 12fps, duration is 2 minutes. Is this a bug? Thank you very much
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Try a different codec (h264 or mpeg4, for example), and see if it still happens. If so, we'll ask for more information to duplicate the issue. If not, it's a codec problem of some sort.
I tried other codecs, but still getting the same results. I think playing audio in the composition while offline rendering is the reason of the problem. Offline rendering take time and frame processing is not in sync with the audio.
Moreover, I route audio from "Kineme Audio Player" to Soundflower and get spectrum from "Audio Input" patch. (soundflower selected as input source). Maybe this can be the reason.
I don't know what to do...
Oh, don't use soundflower -- QuartzCrystal is Not A Real Time Encoder, so using live audio (not pre-recorded) will not give proper results.
see http://kineme.net/wiki/QuartzCrystalOfflineRendering
ok, so any chance to use audio?
Only pre-recorded audio (audio in an mp3, wav, aac, etc.) -- the Kineme Audio File Input patch will allow you to read sample data off-line (since the audio's stored in a file, it can read it as quickly or slowly as necessary).
[note that for frequency data, you'll have to wait for the next version of Audio Tools, which features frequency output as well]
Oh, ok, I'll give a try. thank you