BGE: add audio/video synchronization capability to VideoTexture

Add optional parameter to VideoTexture.Texture refresh() method
to specify timestamp (in seconds from start of movie) of the frame
to be loaded. This value is passed down to image source and for
VideoFFmpeg source, it is used instead of current time to load
the frame from the video file.

When combined with an audio actuator, it can be used to synchronize
the sound and the image: specify the same video file in the sound
actuator and use the KX_SoundActuator time attribute as timestamp
to refresh: the frame corresponding to the sound will be loaded:

GameLogic.video.refresh(True, soundAct.time)
This commit is contained in:
Benoit Bolsee
2010-02-07 19:18:00 +00:00
parent 064345ad8c
commit a8a99a628f
12 changed files with 120 additions and 39 deletions

View File

@@ -92,7 +92,7 @@ void ImageRender::setBackground (int red, int green, int blue, int alpha)
// capture image from viewport
void ImageRender::calcImage (unsigned int texId)
void ImageRender::calcImage (unsigned int texId, double ts)
{
if (m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture
m_camera->GetViewport() || // camera must be inactive
@@ -105,7 +105,7 @@ void ImageRender::calcImage (unsigned int texId)
// render the scene from the camera
Render();
// get image from viewport
ImageViewport::calcImage(texId);
ImageViewport::calcImage(texId, ts);
// restore OpenGL state
m_canvas->EndFrame();
}