Playback sync with audio?

It seems that in After Effects you can't play - with audio - from anywhere in the timeline, only from the beginning.
But you CAN in Photoshop Extended. Doesn't seem right.
(All I want to do is make a simple video sequence where images appear synced to sound,
and Keynote has no timeline feature. Is there some simple software that can make and export a .mov sound-slide show in a specific pixel size?)

It seems that in After Effects you can't play - with audio - from anywhere in the timeline
Incorrect. Check the Preview panel and enable the From current time option. For everything else I suggest you do a little searching on this forum (via Google, as obviously the built-in search is down and didn't cut it to begin with) and study some tutorials such as one of Andrew Kramer's first ones on Videocopilot.net dealing with creating slideshows. Also broaden your scope to include alternate tools like Captivate or Flash Catalyst or even Encore...
Mylenium

Similar Messages

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    No sync with audio for input files AVI MPEG4 23.976 fps.
    If i open in Premiere Pro CC any file AVI MPEG4 23.976 fps (with internal audio MP3 or AC3) i got growing out of sync from start to end of file, even while play it at internal media player of Premiere Pro CC for source file.
    Using external audio files AC3 or MP3 not help.
    In properties of source file i see 23.97 fps instead of 23.976 fps, and time of internal file is wrong.
    If i try Clip > Modify > Interpreter Footage > custom settings to 23.976 time i see right time, but when i click "OK", custom fps saved as 23.98 fps instead of 23.976 fps and time of source goes wrong again.
    So i always get bad sync such files in Premiere Pro CC while play or export them.
    But in all media players, other editors, and in PluralEyes sync OK with all such files.
    If i open M2TS or MP4 (H264 23.976 fps) source file, all OK, it it shows as 23.976 fps, time is right, and sync OK.
    So i want to add automatic detection 23.976 fps instead of 23.97 fps for source AVI files with 23.976 fps.
    Is it possible?

    Yes, i know what XviD and DivX does not edit well in Premiere Pro. And because of that i create this topic "No sync with audio for input files AVI MPEG4 23.976 fps" and was hoping to get help in solving the problem, rather than stating that the problem really is.
    XviD and DivX it is MPEG4.
    Xvid (formerly "XviD") is a video codec library following the MPEG-4 standard, specifically MPEG-4 Part 2 Advanced Simple Profile (ASP).
    http://en.wikipedia.org/wiki/Xvid
    I have many old useful materials in XviD and DivX formats, and have no other formats versions for that material.
    XviD and DivX are very compact formats to store video at acceptable quality and it is fully compatible with all players and editors for PC except Premiere Pro.
    You suggest to convert them to another format (DV) to make compatible with Premiere Pro... It is not what i want.
    Let me explaine:
    1) Size of files
    uploaded AVI XviD 1280x720 file with very good quality have size 1.9Gb (with audio AC3 2.0). If i convert it via VirtualDub from "AVI XviD" to AVI DVCPRO HD 1280x720 (without audio) it have size 35Gb, and quality is worst than at XviD-HD, and also converting take much time.
    2) Compatibility with AC3 and MP3 audio inside AVI
    AVI DV / AVI DVCPRO not compatible with AC3 and MP3 audio inside, only with PCM
    http://en.wikipedia.org/wiki/DV
    AVI XviD and DivX can use AC3, MP3, OGG audio without any problems.
    Size of 1Hour 30Min "AC3 Stereo 48kHz 16bit 384Kbps" file is 257Mb
    Size of 1Hour 30Min "PCM Stereo 48kHz 16bit" file is 1030Mb
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    So i need a full compatibility Adobe Premiere Pro with all popular standard formats of input files.
    Here we see:
    http://www.adobe.com/products/premiere/extend.html#Supportedvideoformats
    Supported video formats:
    "Adobe Premiere Pro CC leads the industry with incredible, thorough native media support, meaning you can edit virtually all of the major video, image, and audio formats natively without waiting."
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    Hi All,
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    I had some ideas why that may be so, but then, when I thought about it, properly, i have no idea why it is that way. Maybe it is because audio has a higher priority than graphics, in OS X, but if I remember correctly, it was like this before OS X. Maybe there is an offset for latency compensation, but they made it too large. (it seems to be the same amount, no matter what the buffer size is)
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  • Video losing sync with audio during playback

    I am having a unique issue with FCP 6.0.6.
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    through a Black Magic DeckLink HD Extreme 3  PCI card.  Capture works fine. 
    But during playback the next day, the video seems to drop a frame, or lose sync
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    We do a weekly 3 camera shoot which is webcast, and then later uploaded to youtube.
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    becoming an issue the last 3 weeks in a row with no change to our setup.
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    Are you ABSOLUTELY sure there was NO change? (All sorts of problems can occur if you haven't turned off automatic updates.)
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  • How can I sync with audio framerate?

    I hope that there is an entirely different way of doing what I'm trying to do because I've run up against what seems like an insurmountable obstacle. I have been working on a project for many months and the last piece to figure out is synchronizing application actions with the audio framerate. I have seen other apps doing this successfully (but proabably written in C++, not Java) so it can be done with standard Wintel boxes - but I'm now concerned that it cannot be done using Java Sound.
    My project attempts to animate sound with visual images (not video or pictures but more abstract visualizations based on the audio itself). It works fine when simply "listeing" and responding to the audio. The final step is to be able to sync specific abstract visualizations with precise points in the audio (frames or position in microseconds). I'm now wondering if what I need is handled by the soundcard (hardware) and not available through Java. I presumed that I would be able to rely on the soundcard to handle the realtime audio stream (using its clock) and I would simply wait for increments of a certain frame count that correspond to the refresh/trigger times for my visualizations. As it turns out, after a lot of experimenting with my configuration, I can't find a way to trigger a method in my application synchronized wiht a certain period in the audio being played. I am playing audio by writing to a SourceDataLine, and listening (using loopback, I believe) on a TargetDataLine. To give an idea of what I'm looking for, if a LineListener supported notification based on reaching a certain frame position in the audio stream, that would be great. That doesn't exist (that I could find, only START/STOP/OPEN/CLOSE events). I've been trying to set the buffer size on the TargetDataLine, and the number of bytes (frames) that I read from that TDL, to achieve a synchronization with the actual rate the audio is playing through the sound card. What I've seen is that the number of frames made available through TDL is not consistent. The read() method blocks for various times and with differing incremental frame positions as the TDL buffer is replenished in real time.
    My goal is to be able to detect when a number of frames corresponding to 20 milliSeconds at 48kHz or 44.1kHz sample rate have been played through the sound card. Is this possible? I've not posted any code because the code I have isn't non-functional, it's just not capable of performing the task I am trying to achieve. Suggestions as to how I can refine my existing approach, or what other direction/implementation I can pursue will be greatly appreciated.
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    ags wrote:
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    >
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