subPixel's Recent Forum Activity

  • No, I totally understand. Sometimes I just have no idea how to word such a specific problem. This totally helped though, thanks guys!

  • Yes, that's perfect thank you! For some reason I didn't consider rewriting the drag method.

    BluePhaze - Sorry I thought I was being clear. I was looking for a way to stop the character from being dragged by the ground below it when the ground had reached the boundary.

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  • This is kind of strange but I have a platform character standing on ground. You can drag the ground but it has end points so it won't let you drag across the entire screen. The only problem is that the platformer doesn't stop dragging once you reach the end points. It doesn't make a difference whether the ground is a solid or jump-through. I'm thinking it must have to do with how I'm creating the end points but I can't figure out any other way to do it. Thanks for the help.

    Capx File

  • I hear that - wish I could. The project I'm working on is similar in idea to that mixer I linked to earlier, so basically everything is latency-sensitive. Unfortunately when I try to run it as Music and not Sound, things get pretty far out of sync. And when I just play them as Sound without preloading them first, the memory still jumps like crazy. In this scenario it also starts playing each channel when it finishing so the first track can be as far as a minute ahead of the final loading track. Still not sure what the best plan is yet but thanks for all the feedback!

  • Interesting, that's good to know. The problem is that I have even more files than in that example, and almost every time it tries to load, it crashes. Maybe it's using up memory so quickly that the browser can't dump it? Though, I've tried staggering loads as a test - waiting for one small-batch preload to finish and then start another - and that doesn't seem to help either.

  • I've noticed that while preloading audio files, memory usage tends to spike pretty high. The problem I'm having is that after all preloading is complete, the memory stays spiked. I thought construct dealt with memory on a layout-by-layout basis, but even after switching layouts the situation remains.

    I've tested this in preview, html5 export, and node-webkit. What's strange is that sometimes the memory will actually dip back down after preloads completed, but it seems to only happen randomly. Even with no event changes on my end.

    I should note that I'm preloading several songs but that shouldn't be much of an issue. I know it's not being executed the same way but here's an example of 12 3-minute audio files being loaded with html that only uses about 150m kevincennis.com/mix . When I try to load the same amount of tracks of approximately the same length, memory usage shoots up to 650m.

    I don't think it's a coding thing on my end but here's the capx file anyway - minus the audio for file size db.tt/JuVvP8yE . If what I'm experiencing isn't a bug, is there a workaround I can use to flush the memory somehow, but keep the audio files ready for playback? Thanks for any insight.

  • YES! Some of the simplest things are so hard to find. I had almost given up hope of thinking it was even possible. Thank you very much.

  • No, I want a single instance of ExploderObject to play both poof and bang. The reason I'm looking for this is so that the stereo positioning of poof and bang both come from the one instance but I'll still be able to feed set volume and effects through their separate tags - poofsound and bangsound.

    Another way to accomplish what I'm looking for would be a "set position" action where I could set the x and y position of a sound by tag name. However, as far as I know, that function is available.

    Any insight into either of these would be great. Thanks.

  • Is it possible to set an audio file to play from a specific instance id or unique id for an object? In this situation I have pairs of sounds (ie "bang" & "poof") that I would like to come out of a single instance of an object (ie "ExploderObject"). It might look something like

    Play "bang" not looping at volume 0db at object ExploderObject[1] (inner angle 360, outer angle 360, outer gain 0dB) with tag "bangsound"

    Play "poof" not looping at volume 0db at object ExploderObject[1] (inner angle 360, outer angle 360, outer gain 0dB) with tag "poofsound"

  • So does anybody know how to set panning and read volume? I'm seeing multiple sources that show that it should be simple but the options are not showing for me. Is this because I'm using the free version of Construct?

  • I can set up audio and apply events like Play, Preload, Set Muted, Playback Rate, Set Volume, Stop, etc. But what I'm really looking for is the Set Pan function (mentioned here sourceforge.net/apps/mediawiki/construct/index.php ) and Get RMS Level (mentioned here sourceforge.net/apps/mediawiki/construct/index.php )

  • I'm a little confused about what audio properties are available to monitor/manipulate. It seems that you can regulate panning and volume metering with xAudio2 but I'm using Construct 2 and can't find that anywhere. Is it a plugin that I need to download somewhere? I'm putting together a mixing board style app so this is essential for me. Any help would be greatly appreciated.

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subPixel

Member since 17 Mar, 2013

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