Serio's Forum Posts

  • 6 posts
  • i use ogg only. mp3 format has that nasty problem where it adds silence at the start and end of the file upon encoding, effectively messing up loop points and making the "two pieces loop" trick useless.

    but even with ogg the two piece thing didn't work for me. there was a noticable silence while the first file stopped, then it was detected that channel 0 no longer plays music, then the next track, the loop part starts up.

  • i tried that, but the change's too noticable. it's kind of like either a slight silence or static, lasting for few miliseconds or so, but long enough to break the flow.

  • alright, that worked. thanks.

    it's in seconds, but you apparently can use the decimals as some sort of miliseconds i think and get the more less correct position. more less because i had to make the loop end .020 or so earlier than what goldwave shows as the correct place to end the loop (the loop in the ogg file ends at 57.163 seconds, but to get a correct loop i had to set the loop point at 57.142). not sure if it's simply different calculation or something.

    it still ocassionally goes out of sync though.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • i'm not sure how, since i don't see a compare option in the system object. do i need some extension?

    even then as far as i know it'd be possible only in seconds, which is very inaccurate, when the loop is done in samples or at least miliseconds.

    i think having the program do it natively would be the best anyway rather than implementing workarounds.

  • by loop points i mean custom start and end of loop in samples rather than the currently available "play from start to finish" loop type.

    once the music/sound effect reaches the start loop point, the "intro" part ends and the "loop" part starts. from that point it goes on until it reaches the position noted in the finish loop point, so once it does it returns to the position set in the start point and continues from there, giving an infinitely looping music/sound fx, like in most modern games.

    would it be possible to include something like that?

    i tried to simulate it with a variable that was increasing itself every frame and once it reached certain point the music positon was changed, but that doesn't work right if the framerate isn't perfect 60fps all the time, and all it'd need would be a slight hickup or pause and the faked synchronization would be over.

  • i've been trying to make a platforming game using layouts as rooms/areas, and everything worked fine until i tried to cross them.

    if i do it by jumping, everything works just fine, but if i try walking from one screen to another i get some pretty strange results, with the character often getting thrown high into the air, underground or into similar weird situations. sometimes it even causes the game to crash.

    i reproduced the bug in a new .cap file with some random graphics in case someone wanted to see it for himself. the actual game i'm working on is too large, and if it's simply some sort of bug i did in the code this should be enough to find it.

    link

    run forward/backward and try changing screens to see what i mean. if you jump everything will work just right, but running causes that weird bug.

  • 6 posts