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v0.4 Color, Audio & Performance — Community Testing Tasks
This document breaks the v0.4 manual test plan into small, volunteer-friendly tasks. Pick one, run it, and check the box when it passes. If it fails, file an issue using the bug template at the bottom.
How to contribute
- Pick an unchecked task below.
- Build or download the latest v0.4.0-alpha build for your platform.
- Follow the steps and compare against the pass criteria.
- Check the box in your local copy and report the result in a comment/issue.
0. Pre-flight checks
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0.1 Import sample media
- Create a new project.
- Import a 4K H.264/HEVC clip with audio, plus a WAV file.
- Save the project, close Oak, reopen it.
- Pass: all clips are still online and no crash on reopen.
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0.2 Smoke test on clean build
- Launch Oak from a fresh build or CI package.
- Open the About dialog and confirm the version reads
v0.4.0-alpha. - Pass: app launches without crash and version is correct.
1. LUT & Color
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1.1 Apply a
.cubeLUT- Add a clip to the timeline.
- Add an OCIO LUT effect and load a
.cubeLUT. - Play 5 seconds and scrub the timeline.
- Pass: colors change visibly; no hang; scrubbing updates the viewer.
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1.2 Apply a
.3dlLUT- Repeat 1.1 with a
.3dlLUT. - Toggle the effect on/off.
- Pass:
.3dlworks; toggle is instant; no crash.
- Repeat 1.1 with a
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1.3 Corrupt LUT handling
- Try to load a malformed LUT file.
- Observe the error UI, then continue playing the original clip.
- Save, close, and reopen the project.
- Pass: no crash; original clip still plays; project reopens cleanly.
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1.4 Three-way color wheels
- Open the three-way color wheels panel.
- Adjust Shadows, Midtones, and Highlights on a color-chart clip.
- Play, pause, and step frames.
- Pass: each region changes the image; undo/redo works; values persist after reopen.
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1.5 LUT + proxy combination
- Generate a proxy for a heavy clip and enable
Use Proxy. - Apply a LUT and three-way adjustments.
- Disable proxy and compare the same frame.
- Pass: color looks consistent; export uses full-resolution source, not proxy.
- Generate a proxy for a heavy clip and enable
2. Scopes
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2.1 Waveform scope
- Open the Scope panel and select Waveform.
- Play
color_chart.movand adjust brightness/exposure. - Pass: waveform updates with current frame and grade; no lag buildup.
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2.2 Vectorscope
- Switch the Scope panel to Vectorscope.
- Use a frame with skin tones and saturated colors.
- Adjust saturation or color wheels.
- Pass: plot moves with saturation/hue changes; switching panels does not crash.
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2.3 Histogram
- Switch the Scope panel to Histogram.
- Adjust brightness/contrast on a high-contrast or grayscale frame.
- Play and pause on different frames.
- Pass: histogram updates correctly; no ghosting from previous frames.
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2.4 Scope switching stress
- Switch between Waveform, Vectorscope, and Histogram 20 times.
- While switching, scrub the timeline and adjust a grade.
- Pass: no OpenGL/shader crash; UI stays responsive.
3. Waveform Auto-Sync
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3.1 Dual-system audio sync
- Add a video clip with in-camera audio and a separate external WAV.
- Offset the external audio by 1–3 seconds.
- Select both clips and run
Sync by Waveform. - Play the slate/lip-sync section.
- Pass: slate peaks align; lip-sync error is ≤ 1 frame; no clips deleted.
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3.2 Multi-clip sync
- Add 3 video clips and 3 external audio tracks with different offsets.
- Select all and run waveform sync.
- Pass: each pair aligns; unmatched clips stay in place or report failure.
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3.3 Low-quality reference audio
- Use a noisy or quiet reference track for waveform sync.
- Pass: if sync fails, it does not create a false alignment; user gets a warning or the clip stays put.
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3.4 Sync persistence
- After a successful sync, save the project, close Oak, and reopen.
- Play the sync point.
- Pass: clip positions are preserved; sync does not drift on reopen.
4. BWF Timecode Sync
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4.1 Read BWF timecode
- Import a WAV file with BWF timecode metadata.
- Check the clip properties/timecode field.
- Place it on the timeline and run
Sync by Timecode. - Pass: start timecode is recognized; sync does not jump to an extreme timestamp.
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4.2 BWF + video timecode alignment
- Import a video clip and a BWF audio file with matching timecode.
- Run
Sync by Source Timecode. - Pass: audio and video align; timeline position matches the timecode difference.
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4.3 Missing timecode fallback
- Select a plain WAV without BWF timecode and run
Sync by Timecode. - Pass: a clear error or skip; no extreme offset applied.
- Select a plain WAV without BWF timecode and run
5. Audio Meters
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5.1 VU meter response
- Add
noisy_dialogue.wavto the timeline. - Open the audio meter panel and play silence, dialogue, and music sections.
- Pass: needle moves with volume; drops on silence; settles after stop.
- Add
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5.2 LUFS reading
- Play 30 seconds of dialogue or music.
- Watch the short-term/integrated LUFS readout.
- Change clip gain and replay.
- Pass: LUFS follows gain changes; no NaN, inf, or wild jumps.
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5.3 Multi-channel audio
- Import stereo and multi-channel clips.
- Play and mute/lower one clip.
- Pass: channels display correctly; mute/gain changes are instant.
6. Proxy Media
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6.1 Generate proxy
- Add an 8K or heavy 4K clip to the timeline.
- Right-click →
Proxy > Generate Proxy. - Watch the task list and proxy cache folder.
- Pass:
.workingfile becomes.mp4;.workingis cleaned; UI does not block.
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6.2 Enable/disable proxy
- After generation, check
Proxy > Use Proxyand play. - Uncheck
Use Proxyand play again. - Pass: proxy playback works; disabling returns to original; missing proxy falls back safely.
- After generation, check
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6.3 Reveal and delete proxy
- Run
Proxy > Reveal Proxyand confirm the folder opens. - Run
Proxy > Delete Proxyand play again. - Pass: reveal points to cache/proxy; delete removes proxy and working files; playback falls back.
- Run
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6.4 Proxy state persistence
- Generate, enable proxy, and save.
- Close and reopen the project.
- Pass:
Use Proxystate is restored; proxy file is used if it exists.
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6.5 Proxy failure path
- Temporarily break
ffmpegor use an unreadable source. - Try to generate a proxy.
- Pass: clear failure message;
.workingcleaned; original clip still plays.
- Temporarily break
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6.6 Export ignores proxy
- Generate a 720p proxy for a 4K clip and enable it.
- Export a 4K segment.
- Pass: exported file is 4K and uses full-resolution source.
7. Hardware-Accelerated Export
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7.1 NVENC export (NVIDIA only)
- On an NVIDIA machine, choose H.264/H.265 NVENC in export settings.
- Export a 30-second 4K segment.
- Check codec with
ffprobe. - Pass: export succeeds; codec is correct; unavailable hardware reports a clear error.
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7.2 VideoToolbox export (macOS only)
- On macOS, choose VideoToolbox H.264/H.265.
- Export a 30-second 4K segment.
- Pass: export succeeds; output plays; system load looks like hardware encoding.
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7.3 Hardware export fallback
- Select a hardware encoder your machine does not support.
- Attempt export.
- Pass: understandable failure; option to switch to software encoding.
8. Batch Render Queue
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8.1 Multi-job queue
- Create 3 sequences: a short clip, one with a LUT, one with proxy.
- Add all 3 to the batch render queue and start.
- Pass: jobs run in order; each output file is created; one failure does not crash the app.
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8.2 Queue cancel
- Add a long export job, start it, then cancel immediately.
- Add a short job and run it.
- Pass: cancel leaves no dead state; next job runs; partial file status is clear.
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8.3 Queue project save
- Configure several queue jobs and save the project.
- Close and reopen Oak.
- Pass: behavior is consistent: queue is either restored cleanly or empty, never half-broken.
9. Regression & Path Tests
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9.1 Full editing chain
- Make a 60-second sequence mixing 4K/8K, external audio, LUT, three-way grade, and proxy.
- Waveform-sync some clips.
- Open Scopes and audio meters and play the whole sequence.
- Export a software-encoded version.
- Pass: no crash; exported file is in sync; color and audio match preview.
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9.2 Chinese and space characters in paths
- Put project, media, cache, and export target in a path like
Oak v04 测试/素材 A. - Repeat proxy generation, LUT load, and export.
- Pass: paths work;
Reveal Proxyand exported file open correctly.
- Put project, media, cache, and export target in a path like
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9.3 Long playback stability
- Open a 4K/8K project and loop playback for 20 minutes.
- Toggle proxy, scopes, and audio meters during playback.
- Pass: memory does not grow uncontrollably; app remains responsive; save works after stop.
10. Graphics Backend (OpenGL/Vulkan)
Only test Vulkan if
vulkaninfo --summaryreports a working instance and device. Otherwise, mark Vulkan tasks as skipped and test OpenGL fallback only.
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10.1 Default OpenGL backend
- Delete/backup user config and launch Oak.
- Open Preferences > Behavior > Rendering.
- Pass: default backend is OpenGL; viewer, scopes, grade, and playback work.
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10.2 Vulkan runtime preflight
- Run
vulkaninfo --summaryand note GPU, driver, and API version. - Confirm
liboakvulkan.so/dylib/dllexists next to the Oak binary. - Run
olive-gtest --gtest_filter='DynamicRenderBackend.*'. - Pass: on a valid Vulkan setup, backend load/upload/download/Blit tests run; on invalid setups, tests SKIP and OpenGL fallback passes.
- Run
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10.3 Switch to Vulkan and restart
- Select
Vulkan (experimental)in Preferences, save, and restart Oak. - Reopen Preferences and confirm Vulkan is still selected.
- Import and play a 4K clip.
- Pass: no crash; logs show actual backend matches selection; fallback to OpenGL is explicit if Vulkan fails.
- Select
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10.4 Vulkan viewer playback
- On a working Vulkan setup, import two clips and play 10 seconds.
- Pause, step frames, scrub, and resize the viewer.
- Pass: viewer displays correctly; no black screen, flicker, or hang.
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10.5 Vulkan LUT/grade consistency
- In Vulkan mode, load a LUT and make a strong three-way adjustment.
- Note the viewer appearance.
- Switch to OpenGL, reopen the same project at the same frame.
- Pass: colors are directionally consistent; no channel swap or gamma reversal.
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10.6 Vulkan proxy export
- In Vulkan mode, generate and enable a proxy for a heavy clip.
- Export a software-encoded segment.
- Pass: export uses full-resolution source; output is playable and in sync.
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10.7 Vulkan scope behavior
- In Vulkan mode, open Waveform, Vectorscope, and Histogram while grading.
- Pass: no crash; if scopes are backend-neutral and skip, that is documented; OpenGL scopes still work.
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10.8 Missing Vulkan runtime fallback
- On a machine without Vulkan, select Vulkan and restart.
- Open a project and play.
- Pass: app starts; logs say Vulkan unavailable and OpenGL fallback active; Preferences can switch back to OpenGL.
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10.9 Switch back from Vulkan to OpenGL
- Change Preferences from Vulkan to OpenGL, save, and restart.
- Play and export the same project.
- Pass: backend shows OpenGL; playback and export work; no stale Vulkan state.
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10.10 Dynamic OpenGL backend load
- On an experimental dynamic-backend build, confirm
liboakglexists. - Select OpenGL and restart.
- Play, scrub, open scopes, and exit.
- Pass: logs show dynamic OpenGL loaded; behavior matches default OpenGL; clean exit.
- On an experimental dynamic-backend build, confirm
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10.11 Missing dynamic backend handling
- Temporarily rename
liboakgl/oakgl.dll. - Launch Oak and open a project.
- Pass: no silent crash; logs report backend load failure; user can restore the library or use a non-dynamic build.
- Temporarily rename
Bug report template
When a task fails, file an issue with:
- Platform, GPU, driver, FFmpeg version.
- Oak commit hash.
- Task number (e.g., 1.1).
- Project file path and media types used.
- Exact reproduction steps.
- Expected vs. actual result.
- Is it reproducible every time?
- For export failures: attach
ffprobeoutput and export settings screenshot. - For Vulkan failures: attach
vulkaninfo --summary, backend log, and whether OpenGL fallback occurred.
Release blockers
Before calling v0.4.0-alpha ready, the following must pass:
- Pre-flight, LUT, three-way wheels, all three scopes, waveform sync, BWF sync, audio meters, proxy generate/enable/delete, and software export.
- At least one hardware encoder environment (NVENC or VideoToolbox).
- OpenGL/Vulkan backend selection and persistence; Vulkan real rendering on at least one valid setup; clean OpenGL fallback when Vulkan is unavailable.
- Batch queue multi-job and cancel tests.
- Full editing chain regression test.
- No silent crashes remain; every failure is filed as an issue or documented as a known limitation.