Open arsen-ch opened 4 years ago
It's not supported. At least yet. I had troubles working with seek.
Should work now
@jamie-pate setting stream position seems to not be working for me, it reverts it to the first second, also setting the position right after setting the stream results in a black screen for me (running godot 3.2.1 stable on linux).
Interestingly, until I set the stream position manually the playback has terrible performance.
It seems like it only happens to certain webms, this webm for example presents the issue, in case you need something for testing:
It seems to work fine for me: https://streamable.com/ofjpau There is some special handling required to make it work though: https://github.com/kidrigger/godot-videodecoder/blob/master/src/gdnative_videodecoder.c#L841
FIG1: how to seek while paused...
var _paused_seeking = 0
func seek_player(value):
var was_playing = _playing
if _playing:
stop()
_player.stream_position = value
if was_playing:
play(value)
if _player.paused || _paused_seeking > 0:
_player.paused = false
_paused_seeking = _paused_seeking + 1
# yes, it seems like 5 idle frames _is_ the magic number.
# VideoPlayer gets notified to do NOTIFICATION_INTERNAL_PROCESS on idle frames
# so this should always work?
for i in range(5):
yield(get_tree(), 'idle_frame')
# WARNING: -= double decrements here somehow?
_paused_seeking = _paused_seeking - 1
assert(_paused_seeking >= 0)
if _paused_seeking == 0:
_player.paused = true
Basically you need to let it play for a frame because the VideoStreamGDNative
class won't ask for any frames unless it's playing. This is something that will have to be fixed in godot itself.
Not sure on the performance bit, one day I'll add this workaround and a proper benchmark into the test project...
Not sure on the performance bit, one day I'll add this workaround and a proper benchmark into the test project...
I cannot replicate the performance bit anymore, but doing the seek fixed it, thanks for the code, i'll test it!
Interestingly, the issue seems to happen regardless if I don't set the stream_position to -1 and then to 0 before initialization. All I get is a black screen, this is my code (using the demo):
Hi, Is set_stream_position method supported? It seems that nothing happens when the method is called from Godot.