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    Reintegrate projectM Visualizer

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    • Gustavo L ConteG
      Gustavo L Conte
      last edited by Gustavo L Conte

      I had success starting to display stuff with v4 using QOpenGLWindow in a separate, smaller program. Soon I'll upload the code, I just need to adjust some things like resize and OpenGL context. I've used as ConsumeBuffer the pulseaudio capture code. I just need to adjust some stuff i think to make it better, but i got so excited about a positive display in v4 that i wanted to share ASAP

      LoooooooooooooooooooooooooooL!

      PS: still, several GL error 1282 in the majority of presets tested.

      Screenshot from 2024-07-24 09-19-42.png

      while some actually works ❤

      Screenshot from 2024-07-24 10-07-52.png

      1 Reply Last reply Reply Quote 1
      • Gustavo L ConteG
        Gustavo L Conte
        last edited by Gustavo L Conte

        current status

        the FPS on the video is very low due: * frameskipping at the desktop recorder

        • fps was set t o 10 fps for testing purposes on projectm instance
        1 Reply Last reply Reply Quote 0
        • Gustavo L ConteG
          Gustavo L Conte
          last edited by Gustavo L Conte

          I'm probably NOT the founder of the I.O.G.L.N.U.S.A.H.A.

          Tthe International Open GL NEVER Ugonna SLEEP AGAIN ha ha ha Society.

          Decided to go ahead and do the QOpenGLWindow on Strawberry.

          Screenshot from 2024-07-25 04-18-33.png

          Its worse than just the standalone program. Much more bugs. But the few that works are incredible. We are close. Here's what I've been messing around with my IogLnusaha association (I'm on Gnomes)

          // Create and setup the QOpenGLWindow
            auto *openGLWindow_ = new VisualizationOpenGLWidget(projectm_visualization_);
            QSurfaceFormat format;
            format.setVersion(3, 3);  // Set OpenGL version to 3.3
            format.setProfile(QSurfaceFormat::CoreProfile);  // Use the core profile
            format.setDepthBufferSize(24);
            format.setStencilBufferSize(8);
            openGLWindow_->setFormat(format);
            openGLWindow_->resize(1280, 720); // Default size for the OpenGL window
          
            // Wrap the QOpenGLWindow in a QWidget container
            auto *glContainer = QWidget::createWindowContainer(openGLWindow_);
            glContainer->setFocusPolicy(Qt::TabFocus);
            glContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
            glContainer->setParent(this);
            glContainer->setVisible(true);
            ////////////setCentralWidget(glContainer);
          
            // Add the overlay as a child of the container and set its visibility
            ////////////////overlay_->setParent(glContainer);
            /////////////////overlay_->resize(320, 200); // Resize the overlay 
            //////////////////overlay_->setVisible(true);
          
            }
          
          #ifndef VISUALIZATIONOPENGLWIDGET_H
          #define VISUALIZATIONOPENGLWIDGET_H
          
          #include "config.h"
          
          #include <QOpenGLWindow>
          #include <QOpenGLFunctions>
          
          class ProjectMVisualization;
          
          class VisualizationOpenGLWidget : public QOpenGLWindow, protected QOpenGLFunctions {
            Q_OBJECT
          
           public:
              explicit VisualizationOpenGLWidget(ProjectMVisualization* projectm_visualization, QWindow* parent = nullptr);
            //explicit VisualizationOpenGLWidget(ProjectMVisualization *projectm_visualization, QWidget *parent = nullptr, Qt::WindowFlags f = Qt::WindowFlags());
            //explicit OpenGLWidgetContainer(QOpenGLWindow* openGLWindow, QWidget* parent = nullptr);
            void initializeGL() override;
          
          protected:
            void paintGL() override;
            void resizeGL(const int width, const int height) override;
          
           private:
            void Setup(const int width, const int height);
          
           private:
            ProjectMVisualization *projectm_visualization_;
          };
          
          
          #endif  // VISUALIZATIONOPENGLWIDGET_H
          

          .cpp

          #include "config.h"
          
          #include <QPainter>
          
          #include "core/logging.h"
          #include "visualizationopenglwidget.h"
          #include "projectmvisualization.h"
          
          VisualizationOpenGLWidget::VisualizationOpenGLWidget(ProjectMVisualization *projectm_visualization, QWindow *parent)
            : QOpenGLWindow(NoPartialUpdate, parent),
              projectm_visualization_(projectm_visualization) {
          
              }
          
          void VisualizationOpenGLWidget::initializeGL() {
          
          
          
            QOpenGLWindow::initializeGL();
            QOpenGLFunctions::initializeOpenGLFunctions();
          
              projectm_visualization_->Init();
            
          
          }
          
          void VisualizationOpenGLWidget::paintGL() {
          
            QPainter p(this);
            //////////resizeGL(width(), height());
            p.beginNativePainting();
            projectm_visualization_->RenderFrame(width(), height());
            p.endNativePainting();
            update();
          
            qLog(Debug) << __PRETTY_FUNCTION__ << glGetError();
          
          }
          
          void VisualizationOpenGLWidget::resizeGL(const int width, const int height) {
          
            
            Setup(width, height);
            projectm_visualization_->Resize(width, height);
          
          }
          
          void VisualizationOpenGLWidget::Setup(const int width, const int height) {
          
            glShadeModel(GL_SMOOTH);
            glClearColor(0, 0, 0, 0);
            glViewport(0, 0, width, height);
            glMatrixMode(GL_TEXTURE);
            glLoadIdentity();
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            glDrawBuffer(GL_BACK);
            glReadBuffer(GL_BACK);
            glEnable(GL_BLEND);
          
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_LINE_SMOOTH);
            glEnable(GL_POINT_SMOOTH);
            glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
            glLineStipple(2, 0xAAAA);
          
          }
          

          ConsumeBuffer:

          void ProjectMVisualization::ConsumeBuffer(GstBuffer *buffer, const int pipeline_id, const QString &format) {
          
            Q_UNUSED(pipeline_id);
            Q_UNUSED(format);
          
            GstMapInfo map;
            gst_buffer_map(buffer, &map, GST_MAP_READ);
          
          #ifdef HAVE_PROJECTM4
            if (projectm_instance_) {
              const unsigned int samples_per_channel = static_cast<unsigned int> (map.size / sizeof(size_t)) / 2;
              const int16_t *data = reinterpret_cast<int16_t*>(map.data);
              projectm_pcm_add_int16(projectm_instance_, data, samples_per_channel, PROJECTM_STEREO);
            }
          #else
            if (projectm_) {
              const short samples_per_channel = static_cast<short>(map.size) / sizeof(short) / 2;
              const short *data = reinterpret_cast<short*>(map.data);
              projectm_->pcm()->addPCM16Data(data, samples_per_channel);
            }
          #endif  // HAVE_PROJECTM4
          
            gst_buffer_unmap(buffer, &map);
            gst_buffer_unref(buffer);
          
          }
          

          InitprojectM

          // Create projectM settings
          #ifdef HAVE_PROJECTM4
          Q_ASSERT(projectm_instance_ == nullptr);
          Q_ASSERT(projectm_playlist_instance_ == nullptr);
          projectm_instance_ = projectm_create();
          projectm_set_preset_duration(projectm_instance_, duration_);
          // Set initial window size
            projectm_set_window_size(projectm_instance_, 1280, 720);
            // Additional ProjectM setup
            projectm_set_mesh_size(projectm_instance_, 32, 24);
            projectm_set_fps(projectm_instance_, 60);
            projectm_set_aspect_correction(projectm_instance_, true);
            projectm_set_hard_cut_enabled(projectm_instance_, true);
            projectm_set_hard_cut_duration(projectm_instance_, 10);
            projectm_set_hard_cut_sensitivity(projectm_instance_, 1.0);
            projectm_set_beat_sensitivity(projectm_instance_, 0.5);
            projectm_set_soft_cut_duration(projectm_instance_, 10);
            
          //projectm_set_window_size(projectm_instance_, 512, 512);
          const char *texture_search_paths[] = { "/usr/local/share/projectM/textures" };
          projectm_set_texture_search_paths(projectm_instance_, texture_search_paths, 1);
          projectm_playlist_instance_ = projectm_playlist_create(projectm_instance_);
          projectm_playlist_set_shuffle(projectm_playlist_instance_, false);
          
          "patched" SetImmediatePreset (FOR TESTING, but works on v3)
          void ProjectMVisualization::SetImmediatePreset(const int index) {
          
          #ifdef HAVE_PROJECTM4
            if (projectm_playlist_instance_) {
              projectm_playlist_set_position(projectm_playlist_instance_, index, true);
           /* projectm_playlist_play_previous(projectm_playlist_instance_, true);
              projectm_set_preset_duration(projectm_instance_, 1);
              projectm_set_preset_locked(projectm_instance_, false);
          
               QTimer::singleShot(1500, this, [index,this]() {
                projectm_set_preset_locked(projectm_instance_, true);
                projectm_set_preset_duration(projectm_instance_, duration_);
              }); */
            }
          #else
            if (projectm_) {
              projectm_->selectPreset(index, true);
            }
          #endif  // HAVE_PROJECTM4
          
          }
          

          It appears that when it wraps to a QWidget, the shader codes don't like and start to stop doing its things. ITs not a matter of context, but its like a corruption happens when you wrap.
          I could manage to bind key_S to open the visualizations selector, when setting as central, because I could not figure out why the overlay and interface don't work 🍕

          Gustavo L ConteG 1 Reply Last reply Reply Quote 0
          • Gustavo L ConteG
            Gustavo L Conte @Gustavo L Conte
            last edited by

            this version I posted works MUCH better giving nice results with the cream-of-cream presets,Screenshot from 2024-07-25 05-32-42.png Screenshot from 2024-07-25 05-31-24.png Screenshot from 2024-07-25 05-17-39.png Screenshot from 2024-07-25 05-08-09.png

            Gustavo L ConteG 1 Reply Last reply Reply Quote 0
            • Gustavo L ConteG
              Gustavo L Conte @Gustavo L Conte
              last edited by Gustavo L Conte

              void VisualizationOpenGLWidget::paintGL() {
              
                QPainter p(this);
                p.beginNativePainting();
                
                int w = width(); int h = height();
                this->resize(w*2,h*2);
                if (projectm_visualization_) {
                  projectm_visualization_->Resize(w*2, h*2);
                  projectm_visualization_->RenderFrame(w*2,h*2);
                }
                update();
                this->resize(w,h);
                if (projectm_visualization_) {
                  projectm_visualization_->Resize(w, h);
                  projectm_visualization_->RenderFrame(w,h);
                }
                update();
              
                 p.endNativePainting();
              
                qLog(Debug) << __PRETTY_FUNCTION__ << glGetError();
              
              }
              

              Its disgusting, but it really makes a HUGE percentage of presets to display instead of black screen.
              Ive done this without wraping the openglwindow into a widget;
              when you resize the window, it displays, several plugins happens that way.. actually the nicer ones like this one:

              😞

              Screenshot from 2024-07-25 09-44-48.png

              1 Reply Last reply Reply Quote 0
              • Gustavo L ConteG
                Gustavo L Conte
                last edited by

                VisualizationContainer::VisualizationContainer(QWidget *parent)
                    : QMainWindow(parent),
                      projectm_visualization_(new ProjectMVisualization(this)),
                      overlay_(new VisualizationOverlay),
                      selector_(new VisualizationSelector(this)),
                      overlay_proxy_(nullptr),
                      engine_(nullptr),
                      menu_(new QMenu(this)),
                      fps_(kDefaultFps),
                      size_(kDefaultTextureSize) {
                
                    setWindowTitle(tr("Visualizations"));
                    setWindowIcon(IconLoader::Load(QStringLiteral("strawberry")));
                    setMinimumSize(64, 64);
                
                    {
                        Settings s;
                        s.beginGroup(QLatin1String(kSettingsGroup));
                        if (!restoreGeometry(s.value("geometry").toByteArray())) {
                            resize(kDefaultWidth, kDefaultHeight);
                        }
                        fps_ = s.value("fps", kDefaultFps).toInt();
                        size_ = s.value("size", kDefaultTextureSize).toInt();
                        s.endGroup();
                    }
                
                    QShortcut *close = new QShortcut(QKeySequence::Close, this);
                    QObject::connect(close, &QShortcut::activated, this, &VisualizationContainer::close);
                
                    QObject::connect(overlay_, &VisualizationOverlay::OpacityChanged, this, &VisualizationContainer::ChangeOverlayOpacity);
                    QObject::connect(overlay_, &VisualizationOverlay::ShowPopupMenu, this, &VisualizationContainer::ShowPopupMenu);
                    ChangeOverlayOpacity(1.0);
                
                    projectm_visualization_->SetTextureSize(size_);
                    SizeChanged();
                
                    selector_->SetVisualization(projectm_visualization_);
                
                    menu_->addAction(IconLoader::Load(QStringLiteral("view-fullscreen")), tr("Toggle fullscreen"), this, &VisualizationContainer::ToggleFullscreen);
                
                    QMenu *fps_menu = menu_->addMenu(tr("Framerate"));
                    QActionGroup *fps_group = new QActionGroup(this);
                    AddFramerateMenuItem(tr("Low (%1 fps)").arg(kLowFramerate), kLowFramerate, fps_, fps_group);
                    AddFramerateMenuItem(tr("Medium (%1 fps)").arg(kMediumFramerate), kMediumFramerate, fps_, fps_group);
                    AddFramerateMenuItem(tr("High (%1 fps)").arg(kHighFramerate), kHighFramerate, fps_, fps_group);
                    AddFramerateMenuItem(tr("Super high (%1 fps)").arg(kSuperHighFramerate), kSuperHighFramerate, fps_, fps_group);
                    fps_menu->addActions(fps_group->actions());
                
                    QMenu *quality_menu = menu_->addMenu(tr("Quality", "Visualization quality"));
                    QActionGroup *quality_group = new QActionGroup(this);
                    AddQualityMenuItem(tr("Low (256x256)"), 256, size_, quality_group);
                    AddQualityMenuItem(tr("Medium (512x512)"), 512, size_, quality_group);
                    AddQualityMenuItem(tr("High (1024x1024)"), 1024, size_, quality_group);
                    AddQualityMenuItem(tr("Super high (2048x2048)"), 2048, size_, quality_group);
                    quality_menu->addActions(quality_group->actions());
                
                    menu_->addAction(tr("Select visualizations..."), selector_, &VisualizationContainer::show);
                    menu_->addSeparator();
                    menu_->addAction(IconLoader::Load(QStringLiteral("application-exit")), tr("Close visualization"), this, &VisualizationContainer::hide);
                    
                
                    // OpenGL
                    
                    // Create and configure the QSurfaceFormat
                    QSurfaceFormat format;
                    format.setVersion(3, 3);  // Set OpenGL version to 3.3
                    format.setProfile(QSurfaceFormat::CoreProfile);  // Use the core profile
                    format.setDepthBufferSize(24);
                    format.setStencilBufferSize(8);
                
                    // Initialize the primary OpenGL context
                    QOpenGLContext *openGLContext = new QOpenGLContext(this);
                    openGLContext->setFormat(format);
                
                    if (!openGLContext->create()) {
                        qWarning() << "Failed to create OpenGL context";
                    } else {
                        qDebug() << "OpenGL context created successfully";
                    }
                
                    // Create a new shared context
                    QOpenGLContext *sharedContext = new QOpenGLContext(this);
                    sharedContext->setFormat(format);
                
                    if (!sharedContext->create()) {
                        qWarning() << "Failed to create shared OpenGL context";
                    } else {
                        qDebug() << "Shared OpenGL context created successfully";
                    }
                
                    // Set the shared context
                    openGLContext->setShareContext(sharedContext);
                
                    // Create the OpenGL window using the primary OpenGL context
                    openGLWindow_ = new VisualizationOpenGLWidget(projectm_visualization_, openGLContext);
                    openGLWindow_->setFormat(format);
                
                    // Make the OpenGL context current
                    if (!openGLContext->makeCurrent(openGLWindow_)) {
                        qWarning() << "Failed to make OpenGL context current";
                    }
                
                    // Wrap the QOpenGLWindow in a QWidget container
                    glContainer = QWidget::createWindowContainer(openGLWindow_);
                    glContainer->setFocusPolicy(Qt::TabFocus);
                    glContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
                    glContainer->setParent(this);
                    glContainer->setVisible(true);
                    setCentralWidget(glContainer);
                    projectm_visualization_->Resize(width(), height());
                
                    // Add the overlay as a child of the container and set its visibility
                    overlay_->setParent(glContainer);
                    overlay_->resize(glContainer->size());  // Resize the overlay to match the container size
                    overlay_->setVisible(true);
                    overlay_->raise();
                }
                
                #ifndef VISUALIZATIONOPENGLWIDGET_H
                #define VISUALIZATIONOPENGLWIDGET_H
                
                #include "config.h"
                
                #include <QOpenGLWindow>
                #include <QOpenGLFunctions>
                
                class ProjectMVisualization;
                
                class VisualizationOpenGLWidget : public QOpenGLWindow, protected QOpenGLFunctions {
                    Q_OBJECT
                
                public:
                    explicit VisualizationOpenGLWidget(ProjectMVisualization* projectm_visualization, QOpenGLContext* sharedContext, QWindow* parent = nullptr);
                
                    void initializeGL() override;
                
                protected:
                    void paintGL() override;
                    void resizeGL(int width, int height) override;
                
                private:
                    void Setup(int width, int height);
                
                    ProjectMVisualization* projectm_visualization_;
                    QOpenGLContext* sharedContext_;
                };
                
                #endif  // VISUALIZATIONOPENGLWIDGET_H
                
                #include "config.h"
                
                #include <QPainter>
                
                #include "core/logging.h"
                #include "visualizationopenglwidget.h"
                #include "projectmvisualization.h"
                
                VisualizationOpenGLWidget::VisualizationOpenGLWidget(ProjectMVisualization* projectm_visualization, QOpenGLContext* sharedContext, QWindow* parent)
                    : QOpenGLWindow(NoPartialUpdate, parent),
                      projectm_visualization_(projectm_visualization),
                      sharedContext_(sharedContext) {
                    setFormat(sharedContext_->format());
                }
                
                void VisualizationOpenGLWidget::initializeGL() {
                    QOpenGLWindow::initializeGL();
                    sharedContext_->makeCurrent(this);
                    initializeOpenGLFunctions();
                    projectm_visualization_->Init();
                }
                
                void VisualizationOpenGLWidget::paintGL() {
                    sharedContext_->makeCurrent(this);
                
                    QPainter p(this);
                    p.beginNativePainting();
                    
                    if (projectm_visualization_) {
                        Setup(width(), height());
                        projectm_visualization_->RenderFrame(width(), height());
                    }
                    
                    update();
                
                    p.endNativePainting();
                
                    GLenum error = glGetError();
                    if (error != GL_NO_ERROR) {
                        qWarning() << "OpenGL error in paintGL:" << error;
                    }
                
                    qLog(Debug) << __PRETTY_FUNCTION__ << "Completed";
                }
                
                void VisualizationOpenGLWidget::resizeGL(int width, int height) {
                    sharedContext_->makeCurrent(this);
                
                    Setup(width, height);
                    projectm_visualization_->Resize(width, height);
                
                    GLenum error = glGetError();
                    if (error != GL_NO_ERROR) {
                        qWarning() << "OpenGL error in resizeGL:" << error;
                    }
                }
                
                void VisualizationOpenGLWidget::Setup(int width, int height) {
                    // Ensure the correct OpenGL context is current
                    if (!sharedContext_->makeCurrent(this)) {
                        qWarning() << "Failed to make OpenGL context current in Setup";
                        return;
                    }
                
                    // Initialize OpenGL functions
                    initializeOpenGLFunctions();
                
                    // Set up OpenGL state
                    glShadeModel(GL_SMOOTH);
                    glClearColor(0, 0, 0, 0);
                    glViewport(0, 0, width, height);
                    
                    glMatrixMode(GL_TEXTURE);
                    glLoadIdentity();
                    
                    glMatrixMode(GL_PROJECTION);
                    glLoadIdentity();
                    glOrtho(0, width, height, 0, -1, 1);  // Set an orthographic projection matrix
                    
                    glMatrixMode(GL_MODELVIEW);
                    glLoadIdentity();
                    
                    glDrawBuffer(GL_BACK);
                    glReadBuffer(GL_BACK);
                    
                    glEnable(GL_BLEND);
                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                
                    glEnable(GL_LINE_SMOOTH);
                    glEnable(GL_POINT_SMOOTH);
                    glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
                    glLineStipple(2, 0xAAAA);
                
                    GLenum error = glGetError();
                    if (error != GL_NO_ERROR) {
                        qWarning() << "OpenGL error in Setup:" << error;
                    }
                }
                
                1 Reply Last reply Reply Quote 0
                • Gustavo L ConteG
                  Gustavo L Conte
                  last edited by

                  https://forum.qt.io/topic/155554/error-code-1282-when-using-opengl-functions-in-qopenglwindow/2

                  1 Reply Last reply Reply Quote 0
                  • Gustavo L ConteG
                    Gustavo L Conte
                    last edited by Gustavo L Conte

                    I'm trying lotsa stuff, using FBO and OpenGLWindow, changing profiles (between versions and compatibility/core), I even made an SDL2 window version. Every time I implement a different way, All result are the same: some presets working and the same majority not working.

                    But now I've tried bypassing the normal way presets are loaded, and only use this, i.e.

                    projectm_playlist_add_path(projectm_playlist_instance_, "/home/guzpido/presets-cream-of-the-crop", true, true);
                    

                    it appears to make a bit more presets to work. this could be a clue. Maybe the way we are loading presets has some issue; but I've banging my head to figure it out if this makes even sense.

                    Screenshot from 2024-08-04 01-37-12.png
                    Screenshot from 2024-08-04 01-33-11.png

                    edit: also i cant determine if ConsumeBuffer is working

                    1 Reply Last reply Reply Quote 0
                    • Gustavo L ConteG
                      Gustavo L Conte
                      last edited by

                      I finally understood the mystery of why size_t is accidentally working in ConsumeBuffer: all my FLACs are S24LE, I just tested now one of my own songs which are S16LE and the correct int16 aapproach works for detecting and interacting audio with visuals! Therefore Im trying now to make a ConsumeBuffer with lasers to determine automatically the format and width: (but no luck making S24LE to work)

                      #include <QtCore/QtEndian>
                      
                      void VisualizationSDL2::ConsumeBuffer(GstBuffer *buffer, const int pipeline_id, const QString &format) {
                          Q_UNUSED(pipeline_id);
                      
                          GstMapInfo map;
                          gst_buffer_map(buffer, &map, GST_MAP_READ);
                      
                          if (projectm_instance_) {
                              unsigned int sample_count = 0;
                              const int16_t *int16_data = nullptr;
                              const float *float_data = nullptr;
                      
                              if (format == QStringLiteral("S16LE") || format == QStringLiteral("S16BE")) {
                                  sample_count = map.size / sizeof(int16_t) / 2;
                                  int16_data = reinterpret_cast<const int16_t *>(map.data);
                                  if (format == QStringLiteral("S16BE")) {
                                      // Convert big-endian to little-endian if necessary
                                      std::vector<int16_t> temp_data(sample_count * 2);
                                      for (unsigned int i = 0; i < sample_count * 2; ++i) {
                                          temp_data[i] = qFromBigEndian(int16_data[i]);
                                      }
                                      int16_data = temp_data.data();
                                  }
                                  projectm_pcm_add_int16(projectm_instance_, int16_data, sample_count, PROJECTM_STEREO);
                              } else if (format == QStringLiteral("F32LE") || format == QStringLiteral("F32BE")) {
                                  sample_count = map.size / sizeof(float) / 2;
                                  float_data = reinterpret_cast<const float *>(map.data);
                                  if (format == QStringLiteral("F32BE")) {
                                      // Convert big-endian to little-endian if necessary
                                      std::vector<float> temp_data(sample_count * 2);
                                      for (unsigned int i = 0; i < sample_count * 2; ++i) {
                                          temp_data[i] = qFromBigEndian(float_data[i]);
                                      }
                                      float_data = temp_data.data();
                                  }
                                  projectm_pcm_add_float(projectm_instance_, float_data, sample_count, PROJECTM_STEREO);
                              } else if (format == QStringLiteral("S24LE")) {
                                  // Handle 24-bit audio (3 bytes per sample)
                                  sample_count = map.size / 3 / 2;
                                  std::vector<int16_t> int16_samples(sample_count * 2);
                                  for (unsigned int i = 0; i < sample_count * 2; ++i) {
                                      int16_samples[i] = static_cast<int16_t>((map.data[i * 3 + 2] << 8) | map.data[i * 3 + 1]);
                                  }
                                  projectm_pcm_add_int16(projectm_instance_, int16_samples.data(), sample_count, PROJECTM_STEREO);
                              }
                      
                              gst_buffer_unmap(buffer, &map);
                          }
                      
                          gst_buffer_unref(buffer);
                      }
                      
                      jonasJ 1 Reply Last reply Reply Quote 0
                      • jonasJ
                        jonas @Gustavo L Conte
                        last edited by

                        @Gustavo-L-Conte
                        Are you still working on the projectM integration, or did you give it up?

                        Gustavo L ConteG 1 Reply Last reply Reply Quote 1
                        • Gustavo L ConteG
                          Gustavo L Conte @jonas
                          last edited by Gustavo L Conte

                          @jonas I would not say that I completely gave up, but I just started a new position in a company so I lost that whole free time to mess with this particular thing

                          I went making https://github.com/guprobr/WakkaQt instead to learn a bit more Qt before resuming this task
                          The last ideas we discussed, I never tried... but the last post on projectM made me feel second toughts on the viability of the idea.... anyway, i want to resume this task someday I don't think we should give up but certainly something is missing in the backend inner parts of how Qt works with OpenGL and how projectM works with OpenGL, as it was discussed on the thread on github.

                          But the first thing i would do is trying with latest Qt LTS, before anything.
                          Second thing, to try with the same version on Windows!
                          We have to figure where the problem is. Obviously its a Qt issue, but what made me stop working on it was when SDL window version showed the same issues. That was very disappointing.

                          PS: sorry to take so long to answer, I just saw this today

                          1 Reply Last reply Reply Quote 1
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