Audio playback time changes on lower fps
I am making an in-game cut-scene that is synced to a music track, just triggering events according to audio playback time, I've noticed that when I run this scene on a weaker computer, I get a steady delay for all the triggers, plus 1-3 seconds depends on the fps (resizing the window is enough).
Here is an export of the scene for testing
Description of Capx
In this test I set the minimum framerate to 300 to emulate the problem.
Click any key or touch anywhere to switch from 60 to 300 minimum framerate and watch the audio playback time in the text object.
Operating System and Service Pack
Windows 7 / 10
Construct 2 Version ID
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Looks like the playback time incorrectly takes in to account framerate capping. Should be fixed for the next build.
Great news, thanks!