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Multiple cameras recording audio overloads system

Open richard12121212 opened this issue 1 year ago • 9 comments

Describe the bug When using multple camera recording (3), the whole editor/runtime freezes with FPS 0.03. In the profiler we see WaitForSignal. with a lot of ms. (see printscreens below)

When I set the setting "Wait For End Of Frame" to false, it does not freeze the system. But it gives mp4s with 0bytes.

Your Setup (please complete the following information): Unity 2022.3.11f1 Latest Trial version of AVRPO (we are evaluating to buy, we already have avpro video) Capture from Camera component used. Windows 11 Resolution 1920x1080 30 fps

To Reproduce Steps to reproduce the behavior: create 3 recording cameras, add rendertextures which are also be made visible by user in a small control panel. start recording.

Screenshots

image image

richard12121212 avatar Nov 11 '23 15:11 richard12121212

Yes, this can happen, usually if the hardware is not up to it.

  1. What hardware are you using?
  2. Can you repeat this using a new project and just running the AVPro Movie Capture demo scenes, adding more cameras one by one?

Chris-RH avatar Nov 13 '23 10:11 Chris-RH

We used 2 setups:

Setup 1: Windows 11 AMD Ryzen 7 5800H with Radeon Graphics 3.20 GHz 16,0 GB (15,3 GB usable) 64-bit operating system, x64-based processor NVDIA RTX3060

Setup 2: Windows 10 GTX1080 I7

richard12121212 avatar Nov 13 '23 13:11 richard12121212

Can you reproduce this using a new project and just running the AVPro Movie Capture demo scenes, adding more cameras one by one?

Chris-RH avatar Nov 15 '23 11:11 Chris-RH

Because you mention not to put project files here I send it to your support email adres.

richard12121212 avatar Nov 15 '23 21:11 richard12121212

Is the intention to record audio from each camera, and at the same time?

Chris-RH avatar Nov 16 '23 13:11 Chris-RH

That is the idea indeed. Timing has to be the same. When recording only sound from one camera it would run good?

richard12121212 avatar Nov 16 '23 14:11 richard12121212

Yeah. The issue is that the CaptureFromAudioListener code isn't meant for multiple captures. We're going to have to do some reworking to sort it out. The main issue is caused by Unity not allowing more than one Audio Listener. Ideally you'd have one per capture camera/component with CaptureAudioFromAudioListener from each capture component pointing at it.

Chris-RH avatar Nov 16 '23 14:11 Chris-RH

hi, any update in this one?

richard12121212 avatar Nov 28 '23 23:11 richard12121212

The dev team is working away at the moment, so no one has had a chance to look at this in more depth. As I've said, the main issue is Unity not allowing more than one audio listener. We're not sure if its something that we can support, especially on multiple platforms, but we will look into it.

Chris-RH avatar Nov 29 '23 10:11 Chris-RH