jobel's Recent Forum Activity

  • Ashley okay, I made .m4a versions of all the audio and now IE is playing them fine.

    IE11 does NOT lose sync at all (yaay!). I let them play for a long while. Although it doesn't do a very good job of looping seamlessly. It's not as bad as Firefox, but there's still a little 'pop' at the loop point - which depending on the music could be more noticeable. So that's a drag.

    Gee I wish there was some consistency across platforms

    Is there a way to report this syncing problem to Google or request this be addressed for a future update of Chrome? ditto for Mozilla... up until now I've had the best performance using Chrome and seems to be the browser of choice.

    thanks for your help...

  • oh sorry.. IE probably doesn't support ogg... I only have ogg files in my capx.

  • Ashley

    I've been using Chrome 33.

    However, now that you ask, I tested with the latest IE and Firefox

    Firefox27.0.1 it seems, cannot handle looping audio seamlessly. And there is a noticeable pause between the loop points. I seem to remember this and started using Chrome because of it. However, if you continue to listen, it indeed has the same sync problems but they seem to happen right away after the first loop. With every new loop, I can't be sure, but it seems to change slightly, but never are they together like when you STOP, then START the music using the buttons I made.

    IE11 is not working at all since I disable the buttons until "All Preloads Complete" event is true. And the buttons never become active...so I'm not sure what that is about. When I work around that, IE doesn't play the audio at all.

    I'm running Windows 8.1 64bit

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  • So just occasionally set the playback position of the other tracks to whichever one you consider to be the 'master' version.

    oh should I be using more than 1 audio object? I don't think C2 will let me do that..

    how do you set: Seek "tag" to Mastertrack's position? As far as I can tell I can't reference another tracks position. Unless I keep track of it manually, but I wouldn't trust the preciseness of that.

    just to be clear, my music always loops and is always playing, even if muted -- in order for them to stay sync'd. But somehow in the loop they lose sync. If I were to adjust the times of the other 3 tracks while they are playing, it would have to be done in the right place (and within 10-20ms) otherwise you'd hear it.

    Not to compare C2 with Unity, but I tried this same thing in Unity and it doesn't have this problem. So I know it's not my audio files.

    https://dl.dropboxusercontent.com/u/362 ... uilds.html

  • Ashley I'm only using Timers for volume fading, but the track remains playing (I probably should replace it with a more concave or convex "line" using lerp, it would sound better). All the music is set to loop in the Audio object. So it must be the looping that is causing it to become out of sync. I double checked my audio and each of the 4 tracks is precisely 29.538 seconds in length.

    For the sake of ease let's say each track is precisely 0:30.000 seconds:

    if track1 starts at: 0:00.000

    and track2 starts at: 0:00.016 (worst case scenario)

    and track3 starts at: 0:00.032

    and track4 starts at: 0:00.048

    their next start times after looping once should be:

    track1 at: 0:30.000

    track2 at: 0:30.016

    track3 at: 0:30.032

    etc... and so on..

    each track should always remain the same +/-16ms apart after they have been started, however as you let it play(approx 4 mins), this is clearly not the case, the distance between the start times becomes audible and grows.

    So maybe the Audio object is not meant to handle situations like this?

  • awesome, good job!

  • hi, I tried something similar and my audio files eventually went out of sync. I tried your capx, but couldn't really tell if you are having that problem. It seems like a limitation in the audio library or a bug, I'm not sure which.

    http://www.scirra.com/forum/audio-syncing-a-limitation-or-bug_t98383

  • Hello all:

    I've been testing C2 for using layered music and found that when looping multiple tracks at once they eventually lose sync.

    see my capx here: https://dl.dropboxusercontent.com/u/362 ... nager.capx

    if you let the music play the tracks eventually fall out of sync. There are 4 tracks, each is exactly the same length (30 seconds). They start to go out of sync around the 3 loop (1:30 in) then by 4:00 minutes in, it's a complete mess.

    I'm sure they are probably fired milliseconds apart, and if that was the only problem, they would be out of sync from the beginning, and continue that way. Because each track was made identical in length. But because they "creep" out of sync, they must be playing at different rates! I can't imagine how that could happen. Ashley is this a limitation or is it a bug? it reminds me of how beats can get messed up in a DAW if they have variable BPMs (beats per minute). Even a fraction of a difference eventually turns into a big difference the more the 2 times grow apart.

  • Yeah I figured someone had done it before which is why I posted for help (I couldn't find any forum threads relating to this). I have no problem grinding things out and spending hours problem solving. I was just exploring an idea and got stuck on the calculation. I was way down the wrong path trying to use abs() haha...

    but hopefully a future person that is looking for the keyword "unbound" and "minimap" will find this post and it will save them 6 hours!

    thanks Doc Ai ! I will keep you in mind for future math dilemmas!

  • So how would one do this then?

    I'd like to get the Parallaxed coordinates... so in essence, where it's actually drawn on the screen..

    I'm making a minimap and I have some background objects that use parallax 25,25.. I'd like them represented on the minimap.. but they don't line up because of the parallax delay.

    any suggestions LittleStain ?

  • I figured it out... only took me 6 hours to wrap my head around it...

    the solution was way more simple than I thought...

    the formula is just: MapCenter + (Object.x/y - Player.x/y)

    the MapCenter is in essence, the player.. and as the player moves, the objects move away from the player (even though the player is the one that is moving). You are basically just doing the opposite.

    Hope this helps someone!

  • I'm trying to make a minimap that represents where the player is on an unbound layout. So the center of the minimap is where the player is, and the object will move on the minimap as the player moves.

    I almost have it.. it works in the upper left quadrant, but calculations are off... it has to do with x/y.

    Coordinate math is not my strength! and all the math I look up has origin at 0,0 and use +/- numbers to help you know where origin is. But I'm not entirely sure what C2 is doing with x/y especially since the player has Scroll to Behavior.

    any help would be greatly appreciated!~!

    https://dl.dropboxusercontent.com/u/36234790/unbound_minimap.capx

    I'm using r163

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jobel

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