Hi Clayton

I had a similar problem with the time not being reported properly.

I ended up creating a class to wrap/extend pyglet.media.Player and
perform some additional house keeping like tracking time, elapsed time
and time remaining.  I just set the start time to what ever was
reported from Player for the current video.  My game then relied on
the time reported from my class and not the video source to trigger
events.

On Nov 9, 2:43 pm, Clayton Rabenda <[email protected]> wrote:
> Commenting out line 1094 from this line from /media/__init__.py not only
> fixed it but also made the player report the entire time of playback instead
> of just the current source's playback time(which actually works better for
> my purposes)
>
> time = self._groups[0].translate_timestamp(time)
>
> Can anyone tell me what this line is for? I would like to remove it.
>
> On Sun, Nov 8, 2009 at 10:36 PM, Clayton Rabenda
> <[email protected]>wrote:
>
> > In investigating this bug, we have discovered that the player seems to
> > think that the length of the second and third sources queued up is the
> > length of the first source. At the last moment. It only makes the adjustment
> > for this at the last moment though. Our first track was 16 seconds and the
> > second and third are 14.22222. Logging the player.time every .1 secs looks
> > something like this near the transitions:
>
> > [snip]
> > 12.8282993197
> > 12.9502040816
> > 13.0155102041
> > 13.137414966
> > 13.2019954649
> > 13.3253514739
> > 13.4516099773
> > 13.5125623583
> > 13.6388208617
> > 13.7629024943
> > 13.8282086168
> > 13.953015873
> > 15.7939229025
> > 15.916553288
> > 0.039909297052
> > 0.103038548753
> > 0.229297052154
> > 0.290975056689
> > 0.416507936508
> > [snip]
>
> > On Sun, Nov 8, 2009 at 9:45 PM, ClayRab <[email protected]> wrote:
>
> >> Hello everyone,
> >> I seem to be having a problem where the 'time' reported from my Player
> >> jumps ahead about a second and a half just before it transitions to
> >> the next source in the queue. The source is being queue'd up well in
> >> advance. I have tried both static and streaming sources but with no
> >> luck. Since my game depends heavily on synchronizing with my sound,
> >> this is a deal breaker for me. If anyone has insight into what might
> >> be causing this or if anyone can give me some advice I would be very
> >> grateful.
> >> Thanks!
> >> -Clayton Rabenda
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