> but right before you fade a track in, sync it to what is currently playing. Then it will fade in correctly and you have no reason that de-syncing would even be audible.
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this gets tricky if you use "stems" though.. I think you mentioned you were using full mixes. I'm talking about making 1 piece of music 2 minutes long and I break it out into 4 tracks that need to be played simultaneously. So "virtual remixing" basically.. Once you have more than 1 track playing you can't re-seek those without causing audio junk that you will hear.
I just assumed this was beyond the scope of what C2 can handle. It would be tricky enough to code it without these sync issues.. with sync issues it's not really worth the effort unless your game is dependent on the music.
I just always assumed timing would be an issue from the start because of cpu variance, so I opted from the beginning to just have multiple versions of loopable tracks instead of relying on mixing in-engine. It isn't an issue for adaptive pieces that procedurally choose the next measure to play, but for crossfades I opted to not even worry about syncing issues and instead just mix the versions I wanted ahead of time.