Even if the hotkey is not enabled, always allow configuration of the
hotkey. Fixes a bug where the hotkey configuration settings would not
save if the settings were changed.
Annoyingly this means that the hotkey will still be shown to the user,
possibly confusing the user as to whether they can use it, but for the
time being it's better than having their hotkey configuration removed
each time they change the mode.
It's supposed to look for patch segments in ascending order, from the
smallest offset to the largest offset. Patch type/comparison is
identical to the one it's being swapped with, so only the offsets need
to be swapped.
(Note: This commit also modifies coreaudio-encoder, win-capture, and
win-mf modules)
This reduces logging to the user's log file. Most of the things
specified are not useful for examining log files, and make reading log
files more painful.
The things that are useful to log should be up to the front-end to
implement. The core and core plugins should have minimal mandatory
logging.
Prevents the common problem of injecting in to certain processes and
getting the hook DLL "stuck":
- windows explorer
- steam
- battle.net
- gog galaxy
- skype
- uplay
- origin
- microsoft visual studio
- task manager
- league of legends lobby window
- windows 10 system settings window
Changed the first property of game capture to be a "mode" list (with
"any fullscreen window", "specific window", and "hotkey").
When hotkey mode is set, it'll add a hotkey pair to hotkey settings to
activate/deactivate game capture. When the hotkey to activate is
pressed, it'll treat the current foreground window as the target window
similar to "selected window" mode; it'll keep trying to capture the same
window even if the window or its application closes/reopens, and will
continue to do so until deactivated via the deactivate hotkey, or until
a new window is set via the activate hotkey.
Doing something like '#if TRUE' when 'TRUE' isn't defined is the
equivalent to '#if 0' because the preprocessor evaluates an undefined
macro as 0/false.
These comments have been added to clean up the code and make it more
clear of what the code is doing. The code felt a bit messy, and this
should help prevent the original author of the noise suppression filter
from being lost in case he decides to modify/improve the filter.
When buffering audio data, we don't want to buffer audio data that may
be old. If the audio timing jumps significant and old audio data is
buffered, clear that old data.
The noise suppression filter mistakenly operated on the assumption that
input audio data would always be in 10ms segments, and would crash if
audio data was larger than that size.
Because speexdsp operates on fixed audio frame sizes only, we must
buffer audio data to fit that frame processing size. This creates a
troublesome situation where you must buffer around that specified frame
size.
The new steps for processing are:
1. Push audio data to input circular buffer.
2. Push number of audio frames and timestamp for that audio packet to an
'info' circular buffer.
3. Check size of input circular buffer, and while it's equal to or above
the speexdsp frame size (10ms for minimum latency), pop from the
input buffer to a temporary buffer (10ms frames) and process it, then
push that temporary buffer to the output circular buffer.
4. Peek at the front of the 'info' circular buffer.
5. If the output circular buffer frame size is equal or larger than next
expected number of frames, pop both the info and output buffer, and
return the audio data with the expected audio frames/timestamp.
libVLC doesn't seem to provide full speaker configuration info, so when
downmixing audio from a file that had more than 2 channels, the audio
would sound wrong.
This change makes it so that libVLC does the downmixing to stereo rather
than libobs, just due to that lack of speaker configuration info.
It seems that it is not possible to create multiple OpenGL textures
for the same window. When sources are duplicated in studio mode this
causes window capture sources to become black. The
OBS_SOURCE_DO_NOT_DUPLICATE flag prevents that this happens.
Update Restream.io ingests list and set recommended keyframe interval to
2.
(Commit edited and formatted by Jim: Fixed commit message)
Closesjp9000/obs-studio#565
Whether buffer size is visible is determined by the value of the "Use
buffer size" property (the "use_bufsize" setting).
(Commit edited and formatted by Jim: separated this code from the
previous commit, and gave it a proper commit message)
Closesjp9000/obs-studio#567
This is why macros should be used for settings strings.
(Commit edited and formatted by Jim: separated this code from the
following commit, and gave it a proper commit message)
Closesjp9000/obs-studio#567
This reverts commit 4c505e7030.
Reverting this for the time being due to issues with quakelive. This
will be more thoroughly tested and hopefully added again.
When the crop filter was changed to a crop/pad filter, the sampler state
was changed to use a transparent border for the U/V addressing mode.
However, what was not realized at the time was that the scroll filter
also shared the crop effect file, and the scroll filter depended on the
old sampler state (wrap u/v).
This fixes the issue by simply setting a u/v wrap sampler state in the
scroll filter.
Tested using FTL (steam): SwapBuffers ultimately calls wgl_swap_buffers
causing an additional copy which just isn't necessary
This also causes game capture to sometimes capture overlays even when
not intended
This reverts commit bd70e73c25.
Turns out the commit was due to a miscommunication -- the commit it was
fixing actually worked fine, and this fix was unnecessary.
If window capture fails to find a window with a matching title, search
for a window with the same window class additionally as a backup.
Replaces the third part of the internal window string with the class
name instead of the program path due to the fact that the program path
rarely seemed to work.