Comments (7)
Well, it seems to be synchronous, but I do not know how it works. @hhprg
from 360-capture-sdk.
Hello, I meet a bad issue that video not sync with audio。My app running about 60fps, it's far greater than 30. My testing method is play a movie in Unity and encoding it.
Best regards.
from 360-capture-sdk.
from 360-capture-sdk.
https://raw.githubusercontent.com/fresh08/Unity_Test/master/360-Capture-SDK-Unity/Gallery/movie_2560x1440_2017-04-26%2002_09_46.mp4
This is my test project generated mp4 file, in front of a few seconds of audio and video is synchronized, the back is not synchronized. This is the git address of the project, (https://github.com/fresh08/Unity_Test), the test scene is SyncDemo.unity.
Thank you.
from 360-capture-sdk.
In your case, it can be fixed with adjusting videoFPS value in SurroundCapture.cs/NonSurroundCapture.cs as below.
int videoFPS = 27;
But we will investigate more why sync issue is happening with default value.
from 360-capture-sdk.
I believe this code in SurroundCapture.Update is the culprit:
if (fpsTimer >= fps) { fpsTimer = 0.0f;
It makes the audio and video gradually drift out of sync. Replacing it with this code appears to fix the problem:
if (fpsTimer >= fps) { fpsTimer -= fps;
from 360-capture-sdk.
Because it has been about over two months since v2.0 was released, I want to close v1.x related issues now. If you have any issue on v2.0, please create separate thread.
Thanks,
from 360-capture-sdk.
Related Issues (20)
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