angus Posted December 21, 2023 Share Posted December 21, 2023 I'm not sure if this is a bug or a mis-understanding on our part. We're rendering a Viewport in to a texture it cases SoundSource objects audio to stutter in line with the frame rate that we render the viewport in. The code from update() is // Update LED screen static NodePtr camNode = World::getNodeByName("led_screen_camera"); static PlayerDummyPtr player = checked_ptr_cast<PlayerDummy>(camNode); static CameraPtr camCam = player->getCamera(); static TexturePtr bbTexAlbedo = 0; static TexturePtr bbTexEmission = 0; if (!bbTexAlbedo) { ObjectMeshStaticPtr billboardObject = checked_ptr_cast<ObjectMeshStatic>(World::getNodeByName("st_mesh_screen")); MaterialPtr billboardMat = billboardObject->getMaterial(2); bbTexAlbedo = billboardMat->getTexture(billboardMat->findTexture("albedo")); bbTexEmission = billboardMat->getTexture(billboardMat->findTexture("emission")); } static float elapsed = 0.0f; elapsed += ifps; if (elapsed > 1.0f / 10.0f) { elapsed -= 1.0f / 10.0f; // I have tried everytihng, but this call makes the soundsources stutter as if they're getting rendered by the viewportptr viewport->renderTexture2D(camCam, bbTexAlbedo); bbTexAlbedo->createMipmaps(); viewport->renderTexture2D(camCam, bbTexEmission); bbTexEmission->createMipmaps(); Is there a better way of doing this that doesn't cause sound issues? Link to comment
silent Posted December 22, 2023 Share Posted December 22, 2023 Hi Angus, How the audio is being sent to device? Are you using the same HDMI / DP cable for audio or it comes from dedicated sound card (3.5mm / spdif connector)? Is it possible to create a minimal test sample which will behave exactly the same so we can try to run & debug it on our side? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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