Playback of pitch-changed audio improperly timed for arbitrary seek #72211
Operating system: Windows 10, 64 bit
Graphics card: Intel HD graphics
Short description of error
Using pitch change on audio strip then playing at an arbitrary location causes it to play from that location as if the audio before it had been at normal speed.
Exact steps for others to reproduce the error
Open a video editing file.
Import a music strip onto the sequencer.
Adjust the endpoint frame so as to allow for the whole file's playback.
Move the playhead to a point in the middle of the song.
Play so as to get an idea of where that point is.
Change the pitch of the audio strip to 1.5, or some higher than 1 value.
Move the playhead back to the same mid-song position as before.
Play. The audio will play faster, but will start at the same place as it did when it was at the normal speed.
Could you provide a simple blend file demonstrating the problem?
Sure, here's one. speed_problem_281.blend
Note the music is possibly copyrighted by whoever manufactured the singing fish it came from.
This is a known issue and a limitation of how pitch animation works and has been there since Blender had pitch animation, even before my time (i.e. 2.49 and earlier). Unfortunately, this is a really hard problem and not easily solved, it would need a completely different architecture of the audio system which doesn't fit well with Blender's animation system. I've written about this elsewhere a couple of times already.
TLDR: known issue, pretty much can't do anything about it, when you use this feature, you have to always start playing from the beginning of the pitch animation.
No due date set.
No dependencies set.
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