On Sun, Jul 17, 2011 at 8:31 AM, neXyon <nex...@gmail.com> wrote: > Hi guys! > > There's a serious problem with the way how animation works in regard to > audio. The main problem is, that the animation system pushes the output, > so it sets the data, renders a frame, advances to next frame (setting > the data there) and renders again and so on, this works pretty good for > video. But it doesn't work with audio, especially as audio has a very > high temporal resolution (48000 eg. samples per second) compared to > video (eg 25 frames per second) and moreover for audio the output device > pulls the data, instead of the animation system pushing it, so the other > way round. > > I talked to Martin (Poirier) and Joshua (Leung) and even we three > together cannot think up a nice solution for the problem, maybe some > genious mind here on the list who is more into the animation code than I > am has a really nice idea. > > Here are specific problems in detail: > > * Subsample Accuracy: To avoid stair steps as we currently have in > volume animation. >
Use bezier curves to plot the sound volume but I guess you have that bit figured out having just read farther. Why is the animation data not readable multithreaded? I could understand writable though. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers