[Bf-committers] Re: Audio/Video update (Ton Roosendaal)
bob_holcomb at hotmail.com
Wed Sep 1 12:11:16 CEST 2004
Just wanted to answer some of your questions about ffmpeg. It's a
multi-platform/architecture library that can be linked statically or
dynamically. It also has no hardware dependancies. I don't know if ffmpeg
is the best library to use to do this, but it's the best one I've found and
does seem to be feasible. However, I'm open to suggestions for other
Windows, Linux, OS X, SunOS, BeOS, *BSD, QNX
mp3lame, oggvorbis, faad/faac
It supports quite a few audio/video codecs and containers. The biggies
being MP3, Vorbis, AC3, ADPCM, MPEG(1,2,4), H263, DV, Sorenson 1, Real
Video, Quicktime, and AVI. It would add some size to blender if it's
compiled in, but I can't be sure how much bigger. It will depend on which
codecs are supported and which are not. Also, the current AVI and Quicktime
codecs in blender could be removed helping offset the size increase (and
cleaning the code a bit). Like the python library, it could be slimmed down
for the essential codecs and included as a dynamic library.
As far as how it will incorperate into the audio system, I think it will be
minimal impact. The current sequencer audio system looks like it will work
well for mixing and sending the audio data to the encoder.
On the UI side of things, I've created an audio tab and a video tab on the
render format panel where you can select the encoder to use (ie. MP3, OGG,
ADPCM, RAW, WAV) and the general properites to set for each (Bitrate,
Samplerate, FPS). These values are kept in the G->scene.r data structure.
I hope I answered your questions. I'm still wading through the blender code
for where the AVI and Quicktime libraries are called to see where changes
would need to be made. If I'm off in left field for any of this, please let
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