Audio delay(s) to compensate for latency
Posted: Tue Jul 26, 2016 9:35 am
Accumulated latencies can significantly reduce the visual impact of audio-responsive elements of a scene.
(Audio DSP filtering window) + (Audio envelope smoothing) + (Shader/buffer latencies) + (GPU double-buffering latency) + (Projector/display latency) = signifcant lag
I suggest compensating for these by adding a facility for variable audio delays via a slider control to facilitate "tuning". One such delay would be very useful, but finer-grained control would be possible if additional delays could be used to feed audio inputs to scenes/shaders having less than the longest delay, such that all paths had the same total delay.
Useful for when Magic is playing an audio file, both realtime or when recording a video. Perhaps also usable realtime if external audio could be "passed through" Magic with the delay.
A workround is to use the existing Start Time facility to delay the start of the audible sound, whilst having a muted duplicate file (with different name) to drive the Magic inputs. This is obviously inefficient on resources, needing the entire length of an audio track to be buffered in memory rather than ~200ms.
(Audio DSP filtering window) + (Audio envelope smoothing) + (Shader/buffer latencies) + (GPU double-buffering latency) + (Projector/display latency) = signifcant lag
I suggest compensating for these by adding a facility for variable audio delays via a slider control to facilitate "tuning". One such delay would be very useful, but finer-grained control would be possible if additional delays could be used to feed audio inputs to scenes/shaders having less than the longest delay, such that all paths had the same total delay.
Useful for when Magic is playing an audio file, both realtime or when recording a video. Perhaps also usable realtime if external audio could be "passed through" Magic with the delay.
A workround is to use the existing Start Time facility to delay the start of the audible sound, whilst having a muted duplicate file (with different name) to drive the Magic inputs. This is obviously inefficient on resources, needing the entire length of an audio track to be buffered in memory rather than ~200ms.