Speakers in nested VSE scenes don't respect edit offsets #129126
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Reference: blender/blender#129126
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System Information
Operating system: Linux-6.1.0-25-amd64-x86_64-with-glibc2.36 64 Bits, X11 UI
Graphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 22.3.6
Blender Version
Broken: version: 4.2.0, branch: blender-v4.2-release, commit date: 2024-07-16 06:20, hash:
a51f293548ad
Worked: NA - I tried as far back as 2.92 - same problem.
Short description of error
Scenes in VSE with Speaker objects will not respect the edits and will play at wrong frames
Exact steps for others to reproduce the error
Expected behaviour
Because the scene was 10 frames to the right, the sound should now play on frame 25.
Current incorrect behaviour.
The sound on the nested scene will incorrectly play on frame 15, as if it the scene had not been been moved.
Please see the attached file. On NESTED scene the sound plays on frame 15. on EDIT scene, with NESTED scene offset by ten frames, the sound still incorrectly plays on frame 15 -- the sound should be offset with the scene.
gabriel montagné referenced this issue2024-10-17 00:09:12 +02:00
Hi, thanks for the report. Can confirm. We have few reports of audio failing to play at exact frame when it has been referenced in other scene via vse strip.
cc @iss
It seems that VSE setup is overridden by NLA in
sound_update_base()
. This seems to happen, because dependency graph evaluates objects in bit weird way - inBKE_sound_update_scene()
it goes over all speakers, but adds their sound handles to active scenesound_scene
.This seems to be fine for non-VSE workflow, but VSE would really want speaker sound handle to be added to its owner scene and then add
sound_scene
of scene owner to active scene (with VSE).I can try to make a fix, but won't guarantee outcome, as I have failed in past in this area heh.
Go for it 💪, Richard!
So I have looked into this very briefly, and realized, that this is the same issue as #70569 but from slightly different perspective - There is nothing that is handling time of nested scenes. Or in other words, sequencer needs it's own sound scene that is mixed with scene sound scene. Even if that existed though, the difficulty here is evaluating the nested scene. Current system just iterates whole tree ad "dumps all sounds" to single timeline with assumption, that there is no time shift.
So this needs rewrite of pretty much whole sound system which needs accepted design first.
To work around this (and that, #69444) I created a simple operator that will pluck the sounds from a parent considering start frames and offsets to "finalize" the top-level edit. (https://gist.github.com/gabrielmontagne/0009135e29caea256972f848a1a19573) . Could something like that not be implemented here? You get the sounds, and do a bit of maths for start times, etc?
Sure, but that still would be workaround and not a proper solution.
I see. It'd add a bit of tech debt, but it would make it usable. Now it's completely impossible to work with nested sound in scenes. There's now way to do it.
The original bug I reported, #69444 is already over 5 years old. I fear the "proper solution" might come 10 years after report :-( .