britalmeida / push_to_talk Goto Github PK
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License: GNU General Public License v3.0
Add-on for recording audio in Blender's Sequencer
License: GNU General Public License v3.0
Is it only on Windows the resulting strip is cut shorter. Like this?
The fps seems to be set correct in the command line. Any ideas how to solve this?
EDIT: If it is the first part which is missing(slow start up of ffmpeg?), maybe the strip end should be aligned with the stopped playhead position instead of the start position?
Hi, I've installed the add on to Blender 3.3. I can't select my mic from the drop down in the configuration in the video editor. Please advise on what configuration I'm missing.
Thank you
In the interest of saving people from having to install ffmpeg separately, it would be good to use Blender's own ffmpeg, but that is currently not possible.
Needs doing: look up what functionality Blender offers via ffmpeg or audaspace and how that is (not?) exposed to add-ons.
Volunteers willing to investigate are welcome.
I noticed in recent Blender 2.92 that recording has "lag". Sometimes the recording only started few frames after recording already running, so the audio being cut incorrectly.
If I do multiple recording with frame running, I can also see gap.
Fork:
https://github.com/tin2tin/blender_addon_push_to_talk/blob/master/__init__.py
Showstoppers:
c:\> ffmpeg -list_devices true -f dshow -i dummy
ffmpeg version N-45279-g6b86dd5... --enable-runtime-cpudetect
libavutil 51. 74.100 / 51. 74.100
libavcodec 54. 65.100 / 54. 65.100
libavformat 54. 31.100 / 54. 31.100
libavdevice 54. 3.100 / 54. 3.100
libavfilter 3. 19.102 / 3. 19.102
libswscale 2. 1.101 / 2. 1.101
libswresample 0. 16.100 / 0. 16.100
[dshow @ 03ACF580] DirectShow video devices
[dshow @ 03ACF580] "Integrated Camera"
[dshow @ 03ACF580] "screen-capture-recorder"
[dshow @ 03ACF580] DirectShow audio devices
[dshow @ 03ACF580] "Internal Microphone (Conexant 2"
[dshow @ 03ACF580] "virtual-audio-capturer"
dummy: Immediate exit requested
Instead of using ffmpeg, we could use the SoundCard package. It seems to be portable and based on the portaudio library. This means that the add-on would need to be packaged with some OS-relative dependencies. Adopting this solution should make it more predictable to display and use sound devices for audio recording in Blender.
There is no priority to do this, but volunteers willing to investigate are welcome.
Great addon to assemble tutorial videos directly in blender!
I can not get audio recorded with any Sound Card in the list... not sure if it is my system's fault, though.
Any help I can get would be appreciated, thanks...
Any hints on how to get this great thing working on Windows? Or is it downright impossible?
I'm aware that this is not directly an issue of the repo, but the link you provided does link to https://blog.gregzaal.com/how-to-install-ffmpeg-on-windows/ , which then provides download links on https://ffmpeg.zeranoe.com/builds/ , which appear to be currently unreachable.
Pointing to a different guide on how to install FFMPEG on windows could be recommended.
link to ffmpeg instructions lead to a site were download links are broken
If this add-on is included in Blender, maybe it would be a nice gesture to users to include what pullusb suggests here(manual entry of ffmpeg path & and an alert if no ffmpeg found anywhere): #3 (comment)
Here is an AppleScript that could be used to record audio using QuickTime instead of FFmpeg.
on run argv
set startStop to item 1 of argv
if startStop = "start" then
tell application "QuickTime Player"
set newAudioRecording to new audio recording
tell newAudioRecording
start
end tell
end tell
else
set thePackagePath to POSIX path of "/tmp/NewAudio.qtpxcomposition/"
tell application "QuickTime Player"
stop document 1 -- to stop capture
delay 1
set thePackageFile to (thePackagePath as POSIX file)
save document 1 in thePackageFile
quit
end tell
set theAudio to POSIX path of thePackagePath & "Audio Recording.m4a"
end if
end run
run with
osascript /path/to/script.scpt {start, stop}
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