Feature Request: HAPQ Media File Audio playback support in Unreal (for Virtual Production & PostViz)

Hi there - loving the power of Sequencer for film work here, especially postviz workflows using Greenscreen chromakeyed video on 2D planes, with Sequencer and the Cine Cam marketplace app for a VCam.

Trying to make this work with audio however is currently running into some road blocks though. We’re having issues where the audio won’t play back from HAPQ media files (which seem to be the best for performant chromakeying source media).

This seems confirmed here ‘As of 4.23, HAP playback does not support embedded audio or timecodes.’

The things we tried were 1) ProRes codec and while it’s perhaps optimal quality for chroma keying, the playback peformance in Unreal (CPU usage) is far worse than HAPQ, and not viable with multiple layers/streams playing at once in a scene. And 2) we tried with h264 mp4 files. Performance is acceptable, however the chromakeying is poor due to video compression (but at least the audio works when you set audio to a Media Player via the Sequencer)… This is our workflow for now, but the chromakeying is compromised.

So hoping Unreal could give this workflow a bit of love and add audio playback support to the high performance HAPQ media file format - for playback on Sequencer! This would be a massive improvement to the workflow for film post-viz and in-engine production using chroma-keyed live-action filmed footage.

The other nice helper for workflow would be if a MediaFile’s audio would automatically play back in Sequencer, without having to use a separate Media Player to play the audio alongside the video (which we have on a Texture, and a chromakeyed material instance landing on a 2D plane), as to get that to work currently you have to keep the Media Player open (otherwise we don’t hear audio). But that may be a workflow mistake here!

Anyhow it’s pretty exciting what you can do already with this, so here’s to the next iterations!

@rascalnumero1 Were you ever able to get the HAPQ codec to playback in UE 5.2? Every time I bring in a file, it says
“Last issue: error=0 in Player: code 2, “Could not determine stream MIME type”
LogElectraPlayer: Most recent log messages:
0.000: Opening stream
0.000: Playback paused
0.000: Error: error=0 in Player: code 2, “Could not determine stream MIME type”
0.000: Stopped”

This was on older UE versions.

These days using EXR media for high performance/frame accurate playback since 5.1 or .mp4 for previs.

Hoping for NotchLC codec in future - also HapQ with audio still wouldn’t hurt as it was able to playback with very low overheads… :slight_smile:

@rascalnumero1 But don’t you run into playback issues using EXR sequences? I can’t get reliable framerates on any EXR media beyond one stream. If i try to stream two 4k EXR sequences, the FPS drops quickly, as it can’t read multiple EXRs off the disk fast enough (i presume).

You can use EXRs with DWAB compression to reduce file sizes with a small amount of compression and then it plays smoothly on lower powered systems . (Or use a fast NVME source drive).

You can also use png sequences.

But movie playback with audio such HapQ - or ideally the NotchLC codec would be great, as these are GPU optimised 10bit+ codecs.

I think Epic we’re looking at NotchLC which would be a great choice for the future. vs ProRes which doesn’t seem to be very well optimised for real-time playback at 4k 10bit resolution in UE.

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