Hello AppGameKit fans,
You all know the limited commands for videoplayback
General
DeleteVideo
GetVideoDuration
GetVideoHeight
GetVideoPlaying
GetVideoPosition
GetVideoWidth
LoadVideo
PauseVideo
PlayVideo
PlayVideoToImage
SetVideoDimensions
SetVideoPosition
SetVideoVolume
StopVideo
... so I want to playback a video on Android, but faster or slower than Speed 1.0x, is there anychance to realise that?
My ideas:
Rendering the video in different playback speeds before. Would be cost much space. I had to calculate, where to jump in, and with
SetVideoPosition ... maybe
I could render the video to Image, capture the image, but wouldn't show it, until maybe I have 24 Frames captured, I now could play them faster or slow them down. The problems here would be, that the Android Device had to be fast with Video-Decoding, and I need texture RAM. ~ 8 MB per picture, I think. ~ 240 MB in memory, if I had 30 Frames per sec.
I don't need the audio playback. Only video. So I don't have to think about that there. Because I could have Audio with Ogg an play it faster or slower. (Not with
LoadMusicOgg, but with
LoadSoundOgg.
So maybe we need something like: LoadImagesFromVideo or
CreateMemBlockFromVideoFrames (from ..., to ...)
I don't want to rewrite the video-decompression and playback completly. Maybe it could be possible to use
AddSpriteAnimationFrame( iSpriteIndex, iImageIndex )
SetSpriteSpeed( iSpriteIndex, fFps ) ... but it would be a very large Sprite-Sheet, I gues. And on a 4K by 4K texture at max, it would be complicated, to have FullHD video, not more than 8 Frames, with stretching at most. With 720p, maybe 16.
... OR? Do I have to render a lot of keyframes in my video and could use
SetVideoPosition() and it will jump also some fractions of a second?
[The next chellange would be, to play the video reversed, backwards] (Maybe two videos, on forward, the other backwards, and jumping with
SetVideoPosition() ...