Framerate v Sound Sync

Keeper

2007-03-26 20:31:05

I played around this weekend with trying to keep my sound synced with my video. When I used host_framerate of 30, the sound became more and more out of sync the longer the video ran.

I changed my host_framerate to 27 (don't ask why :D) and it's almost perfect by the end.

Has anybody else encountered this problem and come up with a solution (other than manually syncing it in the video editor)?

Thanks,
Keeper

Walking Target

2007-03-26 21:26:47

What app are you using? Virtualdub has an option to adjust the framerate to synch perfectly with the .wav file. Dunno about other apps, but this works quite well.

Keeper

2007-03-26 21:40:10

Umm wav file?

I use the startmovie <<moviename>> AVI to export my movies.

It goes straight to whatever encoder I want to produce the AVI file. I don't have any separate wav file.

Walking Target

2007-03-26 23:53:17

Oh right...I dont use the AVI keyword as it crashes me, so I get a series of .TGAs and a .WAV instead which I then compile into a compressed .AVI with virtualdub.

Of course that uses up a crapload of space relative to compressing it down right away, but for smaller clips it also allows you to get slightly better quality by exporting at a higher resolution and then resizing the images down.

Keeper

2007-03-27 00:18:11

Do you use the AVI keyword in a windowed game, or full screen?

Walking Target

2007-03-27 00:24:33

Hmmm I dont recall. I think I tried it windowed at 640 x 480.

Does it make a difference then?

Keeper

2007-03-27 00:59:01

Dunno. I know if you have it full screen, you won't see the codec dialog box.

I thought maybe that would cause a crash of some sort. I'm going to try uncompressed tonight to see if I can get the sound any better.

[KBH] Chapeau Noir

2007-03-27 01:30:27

I gave up and started splitting the audio at every spawn and then using the a/v offset tool on each.
Godawful tedious, but 100% on the money. can even tailor the delay and echo on those long rpg shots

CN