For example the audio system in blender is also a placeholder system (although one dev contests its just "different" and more "ideal" for his purposes.fair enough). There is no way to use it effectively all 'in-house'. In order to effectively use Blender as a video editor you have no choice but to rely on external programs. I'll add that ffmpeg is technically already on your system, you are just downloading a clean access terminal to use it. I understand your viewpoint, but I would urge you to consider things like this as special cases and make an exception. If you are proficient at coding in python and ffmpeg you might be able to create an inhouse solution, assuming it doesn't break anything else, but you would be effectively doing blender development and replacing the outdated system (aka alot of work). It's literally a case of downloading a "part" of blender and using it separately. But in this case ffmpeg is what blender is actually using to render anyways. ![]() I agree out of house solutions aren't solutions, I posted as much over on youtube. More specifics about other possible solutions, etc, over on youtube. ![]() I honestly don't recall it always happening, but currently I'm able to replicate it so it 'always happens'.so just be cautious of it occurring sometime if it isn't already. In 2.79b I've been able to replicate it back to back over 2 different projects. So run your own tests if this is of concern. I can only speak from my system's experience and the online readings of others. Based on stack exchange threads, your individual system settings might affect how noticeable the sync issues may be. It's important to note this if you render out longer videos, such as those over 10 minutes in length. It occurs because the sync during the actual render follows different rules than vse playback. ![]() Specifically this is an issue experienced after successfully lining-up and playing everything properly on vse playback. Writing library : x264 core 157 r2935 545de2fĮncoding settings : cabac=1 / ref=1 / deblock=1:-2:-2 / analyse=0x3:0x113 / me=hex / subme=6 / psy=1 / psy_rd=1.00:0.00 / mixed_ref=0 / me_range=16 / chroma_me=1 / trellis=1 / 8x8dct=1 / cqm=0 / deadzone=21,11 / fast_pskip=0 / chroma_qp_offset=-2 / threads=12 / lookahead_threads=2 / sliced_threads=0 / nr=0 / decimate=0 / interlaced=0 / bluray_compat=0 / constrained_intra=0 / bframes=0 / weightp=1 / keyint=12 / keyint_min=1 / scenecut=40 / intra_refresh=0 / rc_lookahead=12 / rc=crf / mbtree=1 / crf=10.0 / qcomp=0.80 / qpmin=0 / qpmax=69 / qpstep=4 / ip_ratio=1.40 / aq=1:0.This covers an audio sync issue you may unknowingly experience in blender at some point if you render using audio video settings. Transfer_characteristics_Original : BT.601įormat/Info : Advanced Audio Codec Low ComplexityĬomplete name : D:\Videos\Fire Emblem Heroes - Captures\HandBrakeEncoding\Screen Recording 20201031-091606 Fire Emblem Heroes-Lhb-Dimitri-Abyssal-1.mp4 What can I do to avoid having the audio become mechanical-sounding?Ĭomplete name : D:\Videos\Fire Emblem Heroes - Captures\Screen_Recording_20201031-091606_Fire Emblem Heroes-LHB-Dimitri-Abyssal.mp4įormat profile : settings : CABAC / 1 Ref Framesįormat settings, Reference frames : 1 frame However, after re-encoding, the audio became mechanic-sounding. I followed this previous topic to re-encode the video to to have constant 60 framerate, since Lightworks does not do well with variable framerate. I currently have a video with 60.119 FPS variable framerate.
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