Rendering crashes when synced to JACK Transport #50240
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Reference: blender/blender#50240
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I guess the JACK transport influence on the playhead is messing up with the rendering process.
I tried rendering out form the Sequencer and the playhead was jumping around the timeline randomly for a few seconds, and after that Blender crashed.
Here's the crash.txt file generated by Blender:
Changed status to: 'Open'
Added subscriber: @TobiaszunfaKaron
Added subscribers: @neXyon, @mont29
@neXyon Think this one falls in your area, mind checking it? Thanks. :)
So yeah this is happening. I managed to fix the bug by preventing the sound system to change the current frame (cfra) and start/stop playback while rendering in an ugly way (if WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)). The problem atm. is that I can only do these tests in the user interface, but not in sound.c of blenkernel, so if playback is started via jack transport while rendering, sound starts playing in blender and you don't have a way to stop it at the moment, ideally it would be completely ignored during rendering. To fix this I have to find a way in sound.c to find out whether blender is rendering right now (having access to a Main*). Can you help me with that @mont29?
@neXyon quick and dirty fix would simply be getting main from global (
G.main
, and including "BKE_global.h" if not yet done), though not ideal…Ideal solution would be to add a
Main *
parameter to chain of calls leading to the point where you need it, not sure if that solution is doable though?This issue was referenced by
d874b40a55
Changed status from 'Open' to: 'Resolved'
Fixing this with a workaround by disabling JACK Transport functionality during rendering. Thanks @mont29 for the help on IRC. A proper solution would be blender supporting animation playback during rendering, but I guess we are far away from that. ;-)