Closed tomkail closed 6 months ago
Hi! Can someone get back to us on this? It's currently a blocker for us. Thanks!
Hi @tomkail
I'm afraid our macOS dev is on annual leave at the moment, but he will be back in the office from 21st.
Thanks for letting me know! Do you believe it’s platform specific?
On Tue, 8 Aug 2023 at 09:03, Chris-RH @.***> wrote:
Hi @tomkail https://github.com/tomkail
I'm afraid our macOS dev is on annual leave at the moment, but he will be back in the office from 21st.
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It appears to work as expected on Windows.
This issue has been fixed and will make it into the next release (5.1.8)
Thanks! Any word on when this will be? It's currently a release blocker for us.
Also; can you confirm this will also fix the same bug on iOS? I'd omitted it from the description above but it seems to occur there too.
Thanks! Any word on when this will be? It's currently a release blocker for us.
Planned for later this week.
Also; can you confirm this will also fix the same bug on iOS? I'd omitted it from the description above but it seems to occur there too.
Yes
AVPro Movie Capture version 5.1.8 has been released. Please let us know if it has not fixed your issue.
Alas no; on iOS it seems to play the audio in slow motion after resuming.
Hello! Any word on this? Sorry to keep flagging it up but this has been preventing us from shipping for nearly 2 months now and we're getting quite antsy.
I'm afraid I can't reproduce this. Are you able to reproduce it using one of our demo scenes? Any information you can provide on how the capture component is set-up will be helpful. Also the audio configuration for your app. A reproducible test project would be especially helpful if you're able to provide one (please send to unitysupport@renderheads.com)
Hey @tomkail
Any additional info as above would be appreciated please.
closing due to lack of reply
Ah sorry - we couldn't wait any longer so we shipped without it. We've not had time to look into it since but I'll try to find time to soon.
Hi! If it's possible to re-open this, we're looking to get this feature into the next version of our app and we're still encountering the slow-motion issue on iOS. I've attached a c# script of our setup; but I don't believe there's anything special about it.
Hope that helps!
Hey @tomkail, I still cannot reproduce this. My hunch is that Unity's sample rate is being changed by something external but I've no idea what. If you could outline the steps you take to reproduce this that would be great. It would also be handy to know if this is happening with specific hardware or OS versions.
i'm facing the same issue. in my case, i'm using capture from texture and the audio is set to microphone, When I run it on the iPad, it works perfectly fine, but on the iPhone, there is a slow down in the audio after resume. the device is ipad pro 2020 and iphone 14 pro ,both ios version is 16.6
Sorry, we’re crunching right now and I won’t be able to get you any more demos for a bit. We’re going to ship without this feature again. Maybe it’s a device issue, as the other poster suggests?
On Tue, 14 Nov 2023 at 07:55, yjosx @.***> wrote:
i'm facing the same issue. in my case, i'm using capture from texture and the audio is set to microphone, When I run it on the iPad, it works perfectly fine, but on the iPhone, there is a slow down in the audio after resume. the device is ipad pro 2020 and iphone 14 pro ,both ios version is 16.6
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Are you able to reproduce the behaviour using one of our demo scenes?
I take it the pause/resume behaviour is entirely within the application and not as a result of moving the app to the background (switching to another app, receiving a call, etc.)?
Is anything else happening in the scene whilst the capture is paused related to the microphone or audio playback?
I’ve not tried the demos in ages, sorry! Nothing special is happening in the scene, we’re just pausing and resuming.
On Fri, 17 Nov 2023 at 10:30, Morris Butler @.***> wrote:
Are you able to reproduce the behaviour using one of our demo scenes?
I take it the pause/resume behaviour is entirely within the application and not as a result of moving the app to the background (switching to another app, receiving a call, etc.)?
Is anything else happening in the scene whilst the capture is paused related to the microphone or audio playback?
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Hey @tomkail, can you share one of these captures? I'd like to get a better feel for what you describe is happening. Still not able to reproduce this.
Hey @tomkail , Are you manually calling the microphone.start() method while the video is recording or pausing? I have done this, is this likely to cause the changes described above?
Might be a while till we can spend more time on this; sorry! We're not calling Microphone.Start; our impression was that AVPro handled that part automatically?
Hi @tomkail,
Is there any chance that you could share a capture please?
We've noticed that audio recording isn't paused along with video recording when using videoCapture.PauseCapture() and videoCapture.ResumeCapture(). Repro by starting a recording, pausing it while making noise, resuming it and stopping it. The audio recorded when the capture was paused is played on top of the video, meaning they're massively out of sync.