FMediaSampleQueue needs flow control

At least on Windows with an audio media source, the mf session thread via FWmfMediaSampler continues to feed this queue when the editor is paused - during which time nothing is removed from the queue - leading to out-of-control growth.

Can you clarify “when the Editor is paused”? If you mean when PIE is paused, I wasn’t able to repro this. The video keeps playing normally and updates the textures in the level while PIE is paused.

Try audio.

Audio is not really supported yet. The MediaSoundWave class is just a proof of concept. We hope to improve it later this month or early December.

Ok, well I guess at that point this issue will become relevant. The audio samples are not consumed when the PIE is paused. In the meantime we’ve been using audio extensively (windows only though) since 4.7 and all the media issues I’ve reported have stemmed from that fyi.

Do you have any local fixes on your end that you care to submit as a pull request? I wouldn’t be opposed to merging anything that will help you in the short term, especially since I don’t know exactly when I’ll be able to work on this.

They’re in the pull request - but they’re somewhat hackish. Probably it’s best to wait until there’s official support for audio with proper tests etc.

To be fair, I’d also expect the video to pause when PIE is paused. Same goes for particle systems which seem to stutter but not pause.

If you disable realtime in the viewport do your particles pause as well as the video, after exiting PIE?

Particles seem to now pause as expected in 4.10. I don’t have a video test handy.