Render audio produces random clipping #79374
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Reference: blender/blender#79374
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75
Blender Version
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-25 21:53, hash:
62aa103d48
Short description of error
I have a blend file with audio placed in the sequencer according to when items hitting the ground
What works:
Scrubbing / Playing in the viewport
Exporting as a video h264 mp4 with vorbis audio
What doesn't work:
Exporting as a video h264 mp4 with mp3 audio
Exporting as a video h264 mp4 with aac audio
Rendering audio mix down as vorbis
Rendering audio mix down as flac
Rendering audio mix down as mp3
When rendering the same scene multiple times, clipping appears randomly:
Blend File
sound_error.blend
Added subscriber: @derekbarker
Added subscribers: @neXyon, @ChristopherAnderssarian
I would hazard a guess that there is a some limiter on for the vorbis video encode.
@neXyon can clarify, but I think this is working as intended...
This comment was removed by @derekbarker
Id have to disagree considering its the same sound on every frame in that blend but the clipping only happens randomly a few times.
Since the frames are so even and densely packed if it was something that was meant to happen you would figure it would happen every time not randomly.
Render audio produces horrible clippingto Render audio produces random clippingAh, my mistake, I took the "horrible clipping" to mean that the audio was unusable.
Here is the audio if you didn't try exporting it your self
test.flac
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Needs User Info'
@derekbarker can you try this:
32 accuracy seems to fix it. I was always upping the accuracy (Because bigger is better obviously)
Care to explain why less accuracy is better?
Changed status from 'Needs User Info' to: 'Archived'
It says so in tooltip :)
Well I am no 100% sure. I think accuracy is measured in audio samples, probably of project sample rate. it definitely helps to lower accuracy if you use fast animations like quick fades and such.
In this case it probably renders 1024 samples to buffer and "request updates" and Blender tells it that a strip should be already playing and we are xx samples late, so it starts playing not from beginning. This is based on rough knowledge of how audio system works, so info may be inaccurate.
However this works as designed, it is not perfect, but for vast majority of use cases, this works good enough.
This issue was referenced by
f9aba4f6e1
This issue was referenced by
3593dff147
Changed status from 'Archived' to: 'Confirmed'
Changed status from 'Confirmed' to: 'Resolved'