persistent scenes #9053
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instantdata
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This is known as a Downstream Key, or DSK, and is available as a plugin already here: https://obsproject.com/forum/resources/downstream-keyer.1254/ And is suggested as a native feature here: https://ideas.obsproject.com/posts/70/ui-for-dsk-audio-interface-channels Please keep ideas/feature requests to our ideas site, we do not want to use GitHub discussions for those. Make sure to read any pinned posts in Discussion boards before posting. Thanks! |
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Are there (or can there be) plans for persistent scenes? This would solve many issues, headaches, and save users an insane amount of time with fairly minor implementation requirements. Allow me to paint a picture to explain.
Currently we have Scene Collections to house different scenes containing sources. This is amazing in itself, but things get very complicated quickly when trying to do anything not basic.
When creating a scene, you have decoration sources (framing, background, etc) but when you jazz them up a little and add moving parts and ideas they begin to get complex. Lets say you have multiple scenes that you want to use. You can define them all in a single scene collection, but adding moving and changing parts grows your scenes and / or sources list complexity. Soon your lists begin to get intimidating and even daunting if not challenging to organize and utilize easily, ending up with duplication of assets and eventually mass confusion.
A great way around this is to utilize scene collections, however when you switch to a different scene collection it is initially empty, which is good, but there are many things you will probably utilize that you have already defined in another scene collection that now must be recreated, reconfigured, copied, and interacted with differently via tools such as stream deck for example.
The current approach to keeping things similar are to define these "resources" that will be reused in a "template" scene collection, and when you go to create a new scene collection you create it as a duplicate of your "template" and then add your new scene "decorations", etc.
When your "resources" change periodically, you have to change them in a certain place, then update your "template" collection, switch to it and remove excess scenes and sources that should not be in the "template", and still manually add the changes into scene collections that can not simply be "updated" easily.
I designate certain scene and source elements as "decorations" to help distinguish them from "content" sources for this conversation.
"Content" sources for creation can cover a various bunch that could easily be considered persistent sources, or things that will be reused regardless of scene "decorations".
Examples of "content" sources in this context could be but are not limited to:
These are some examples of content routinely recreated or linked in different scenes and collections. I'm confident most people could understand and even think of items unlisted here using the examples that were listed.
When OBS populates the list of "scenes", a secondary population of "persistent scenes" could easily enough be merged into the list before being displayed, listed, or rendered, as they would have the exact same properties and attributes. This would theoretically not damage nor break anything current since it is an identical merge at a few steps. The listed persistent scenes could populate on the same scenes list, difference being a "persistent" attribute being flagged, or perhaps the scenes list could have tabs for "collection" and "persistent" providing access separately.
Standard scenes created could then include the "persistent" scenes, for example camera and microphone. Control devices such as stream deck could toggle visibility of "persistent" scene source instead of standard scene source, ensuring that if you toggled the camera for example it would maintain its state among scene switches and even scene collection switches.
This minor change would cover large ground in terms of scene and source management, time management, and more. I would happily contribute the work myself if I were more confident in visual studio development or had a way to spin up on OBS Studio development quicker and easier than what I have viewed to date.
I hope I have accomplished my goal of communicating my thought clearly and in an understandable fashion and I hope it to gain community consideration as I do believe it would be a relatively easy path to massively enhanced operability.
Thank you for your time.
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