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This is probably a bug caused by the way we’re hacking in pausing and skipping. However, I thought I’d report it anyway in case its not. I’ve found that the sequencer hangs and doesn’t schedule any more clips after playing some longer clips. We never noticed this before as we’d set all the lengths to 2 seconds for development, but not we’ve set them to correct length the film seems to stop halfway through at points.
It seems it’s not sequencing the next clip because playHeadTime is set to 0 and, therefore, this method returns false. It doesn’t happen for shorter clips, because maximumSecondsToSequenceAheadOfTime is set to 120 and so it’s longer than the layerEndTime
public bool CanSequence()
{
if (playheadTime + maximumSecondsToSequenceAheadOfTime > layerEndTime)
{
return true;
}
return false;
}
A fix is to set maximumSecondsToSequenceAheadOfTime to a bigger value. For example:
private const float maximumSecondsToSequenceAheadOfTime = 10000f;
As I say, probably a result of my hacking. But in case it is a bug more generally thought I’d report it.
The text was updated successfully, but these errors were encountered:
This is probably a bug caused by the way we’re hacking in pausing and skipping. However, I thought I’d report it anyway in case its not. I’ve found that the sequencer hangs and doesn’t schedule any more clips after playing some longer clips. We never noticed this before as we’d set all the lengths to 2 seconds for development, but not we’ve set them to correct length the film seems to stop halfway through at points.
It seems it’s not sequencing the next clip because playHeadTime is set to 0 and, therefore, this method returns false. It doesn’t happen for shorter clips, because maximumSecondsToSequenceAheadOfTime is set to 120 and so it’s longer than the layerEndTime
public bool CanSequence()
{
if (playheadTime + maximumSecondsToSequenceAheadOfTime > layerEndTime)
{
return true;
}
return false;
}
A fix is to set maximumSecondsToSequenceAheadOfTime to a bigger value. For example:
private const float maximumSecondsToSequenceAheadOfTime = 10000f;
As I say, probably a result of my hacking. But in case it is a bug more generally thought I’d report it.
The text was updated successfully, but these errors were encountered: