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Demolition Media Hap: new version is coming, testers needed

Hey everyone!
I’m planning to release an updated version of Hap Player, with two main changes:

  1. (Still a bit experimental) reverse playback / improved playback speed control
  2. Multichannel audio support (sponsored by @idab) – easy to use home theater inside vvvv

Is anyone interested in giving it a try in prior to the release?

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Hey Lev, good to hear that!

what about doing a version for vl? in my understanding this shouldn’t be much effort…

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Snappy works in VL, so a node based version might be feasible…

I`m up for testing :)

Hey Sebl!
I think I can do it, but I don’t know much about VL yet…
Is making nodes for VL similar to making usual vvvv nodes? Is there any tutorial for that?

@synth cool! could you drop me a mail on lev.panov@gmail.com ?

With VL it’s probably even simpler, @lev. Here is some info
I can help you with it. But I’m not sure yet what kind of image we should output in VL… Any suggestions @sebl?

the only drawback of VL for this the HAP playback is that there’s only the Skia renderer which I guess could be used for texture playback but I don’t know in VL if you can already use a texture created on the GPU in a Skia context without copying said texture first to system RAM. and I guess that would defeat the purpose. Devvvvs demoing Xenko implementation but that’s nowhere near public yet, or you can just plain implement it for Xenko (which is written in C# or in C++/CLI)

as a start, I’d go for the Iimage interface. if that works, one could use the image in skia and opencv for now. in the future a node for xenkos texture could be added which might be somehow similar to the way the current vvvv node works.

i think the whole point of HAP is that it’s GPU decoded and is available as texture, so the image interface is not really an option, since it is CPU based and would need a read back. but if @lev is interested, he can test it in a Xenko game and make the components there. we then just import them into VL, i think it would basically be a straight forward port of his Unity version…

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Xenko looks like what we need for fast Hap in VL. Is it more like Unity compared to vux’s DX11 pack when adding custom nodes/components to it?

Yes, it’s the same concept. Entity component system, only the naming is slightly different: GameObject is called Entity in Xenko, MonoBehavior is SyncScript in Xenko. Components are also called components…

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