-
-
Notifications
You must be signed in to change notification settings - Fork 171
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Waveforms rendered don't look consistent on different resolution devices #140
Comments
@fulldecent thoughts ? |
Hello and thank you for sharing. I do appreciate that you are sending screenshots from hardware devices, as this library is sensitive to hardware acceleration and some DPI intricacies. I wonder if this is being caused by not enough pixels getting rendered. We have some specific configuration options available for this: Currently they are marked private: /// The portion of extra pixels to render left and right of the viewable region
private var horizontalBleedTarget = 0.5
/// The required portion of extra pixels to render left and right of the viewable region
/// If this portion is not available then a re-render will be performed
private var horizontalBleedAllowed = 0.1 ... 3.0
/// The number of horizontal pixels to render per visible pixel on the screen (for anti-aliasing)
private var horizontalOverdrawTarget = 3.0
/// The required number of horizontal pixels to render per visible pixel on the screen (for anti-aliasing)
/// If this number is not available then a re-render will be performed
private var horizontalOverdrawAllowed = 1.5 ... 5.0
/// The number of vertical pixels to render per visible pixel on the screen (for anti-aliasing)
private var verticalOverdrawTarget = 2.0
/// The required number of vertical pixels to render per visible pixel on the screen (for anti-aliasing)
/// If this number is not available then a re-render will be performed
private var verticalOverdrawAllowed = 1.0 ... 3.0
/// The "zero" level (in dB)
fileprivate let noiseFloor: CGFloat = -50.0 Would you please modifying these to see if there is an impact on your rendering across hardware devices? Also would you please upload an audio specimen if possible? If you are seeing good results by modifying those values it would be a great motivation to switch them from private to public variables. |
Please let me know if the above does help. If so, we can make these configurations public or at least document the issue. |
Hi @fulldecent ,
Let me begin by wishing you good health, hope you're well and keeping safe in these times.
There are a couple of strange issues that we are noticing rendering audio samples on various resolution devices that we look to support,
Firstly, there are times we don't see the center line(silent sections in the track) on different resolutions,
For you're reference, here are screen shots from two different devices of the same waveform
Screenshot taken from iPhone 11 pro - Center line not visible
Screenshot taken from iPhone 11 - Center line renders fine
Secondly, Here's are a couple more screenshots hightlighting the other issue that we are facing,
Screenshot from iPhone 11 pro - Waveforms rendered have some shadowy overlaps at certain portions in the track, the initial few samples are drawn fine but the rest of it seem to be off.
Screenshot from iPhone 11 - Waveforms rendered look fine without any shadowy overlaps
How is it that some resolutions render just fine, while others don't.
Whats likely causing this behaviour ?
Thanks & looking forward to hearing from you... Stay safe !!
The text was updated successfully, but these errors were encountered: