[mythtv] [mythtv-commits] Ticket #2307: Add "libvisual" support to MythMusic

Isaac Richards ijr at case.edu
Mon Sep 4 17:31:02 UTC 2006

On Monday 04 September 2006 11:39 am, Colin Guthrie wrote:
> Peter Stokes wrote:
> > My reasoning for working on this patch/functionality was that I like the
> > Goom plugin but my MythTV system (combined backend/frontend) struggles a
> > little with it running at full screen (it's not exactly the fastest PC on
> > the planet but I felt that a dual-processor AthlonMP +2800 with 2GB of
> > RAM should probably be able to handle fullscreen music visualisation
> > plugins). I discovered the ProjectM visualisation plugin on the internet
> > and noticed that it uses OpenGL as a rendering mechanism, so I wondered
> > if this would offer improved performance. I also noticed
> > that libvisual support is listed in the MythMusic "Feature Wishlist" on
> > the Wiki.
> >
> > I am reluctant to make changes to the MythMusic visualisation plugin
> > architecture (in order to add parameter support or some form of dynamic
> > enumeration) if such changes are unlikely to be supported. If there is
> > support for such functionality I'd be happy to look into it and would be
> > grateful of any guidance as to how it should work.
> Personally I am all for this external dependancy. Especially if it is
> optional (as many of the components in MythMusic are already).

The only dependency optional in mythmusic is AAC decoding, I believe.  This 
one would add a _lot_ of deps (gtk, cairo, etc).

> If libvisual is providing a good basis for visualisation plugins and is
> gathering a lot of support (I know Amaork uses it for example), then i'd
> happily say drop all internal visualisations in favour of libvisual.
> That way you can just say "if you want visualisations in MythMusic,
> compile up and install libvisual"! While I really like the philosophy of
> keeping external dependencies down, it's nice to move with the times and
> adopt the activly supported projects that can make MythMusic nicer.

It's not actively developed, though.  It was a couple years ago when I looked 
at it, but it's not now.


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