https://bugs.kde.org/show_bug.cgi?id=350948
Evert Vorster <evert.vors...@yandex.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Resolution|--- |REMIND Status|UNCONFIRMED |NEEDSINFO --- Comment #5 from Evert Vorster <evert.vors...@yandex.com> --- Ah, here it is. I remember writing a report about this. After having run into it many times, I can describe exactly how to hit the problem. When a clip is opened in the Project bin the first time, it's duration is converted into a number of frames at the project's frame rate. When the clip has the same frame rate as the project, this approach works beautifully. Where it all comes crashing down is that when the project's frame rate is updated, the number of frames for each clip is not updated. This is clearly not right, and is causing all kinds of weirdness, like clips stopping playback halfway through, or not being able to display the entire clip, depending on whether the frame rate of the project was increased or decreased. The workaround currently is to delete the clip out of the Project bin, and loading it again, which will give it the correct number of frames for the project's frame rate. Unfortunately, hitting the "Reload Clip" button does not update the number of frames for the clip. Also, when a clip is deleted out of the Project bin, it is also removed from the timeline, which is a PITA. So, updating the number of frames for each clip currently in the Project bin every time is updated is a necessity. To carry on, every time there is a change in the frame rate, a dialog pops up, saying that transitions and such will shift. Fixing this problem is related to re-reading the clips... The items on the timeline are all specified in frame numbers. This includes all transitions and effects. So, in order to avoid things shifting around temporally, every frame reference on the timeline also needs to be converted to the new framerate. ie: if an event happens at frame 100, and the project's frame rate is changed from 25fps to 30fps, that event has to move: frame 100 to (100/25)*30 = frame 120 Of course, frames are integers, so no fractional frames. So, to get rid of that horrible dialog, and make changing the framerate of a project bulletproof, all the clips need to have their frame numbers re-calculated, and then every frame reference in the timeline also needs to be converted to the new framerate. -- You are receiving this mail because: You are watching all bug changes.