Audio Syncing: a limitation or bug?

0 favourites
From the Asset Store
Match same tiles with each other as fast as you can and earn more score during a limited time!
  • This thread is nearly a year old and the original .capx is nontrivial. Make a minimal demo in a new project, post it to the bugs forum, and I'll take a closer look.

  • Ashley I just updated the capx earlier today actually. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    here's a more simplified version without the fades... ... .capx?dl=0

    I know the problem is on the browser end (Chrome & FireFox). I'm just asking if you think they will ever fix it. Or rather, do the "powers that be" understand that there's a problem and what it is? I submitted a bug report to both (Google/Mozilla) almost a year ago, never got any sort of reply. It could simply be a limitation to the browser's audio engine..that's what I'm trying to find out.

    The problem happens in Chrome and Firefox. It technically doesn't happen in IE, but only because it looks like they don't properly loop tracks, they simply restart them - so it's not at all seamless.

    I already understand that starting multiple audio tracks in the same tick could have up to 16ms delay each - that's not a problem. It's the actual looping is where the problem lies. Each loop point creates more and more cumulative delays. If streaming audio could stay in-sync over loop points it would be a huge capability to have for music-based games or games that want to implement adaptive music. C-7 figured a way to manually resync his audio during game-play in "Courier" so it's not impossible, but it's tricky depending on the music and when it's playing etc...

    I'd be happy to fill out a Bug Report and post it to the Bug Thread - but it doesn't seem relevant there since it's not a C2 problem. Let me know.

  • any news on this? im also having problems with audio sync.

  • Is it just me, or has this been fixed already!? I made this test and at least on Firefox and on Chrome I have no sync problems!!!

  • fremachuca no the problem still exists.. I don't think anyone is working on it. I don't think "the powers that be" totally understand why it's necessary. I've stopped pursuing the issue since I view it as a limitation. The browser based audio lib was never meant to have multitrack capabilities - not that it can't, it just wasn't configured that way.

    eli0s you don't have any sync problems because you are loading the music fully into memory. Try streaming it and by the 3rd loop it will be totally out of sync.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • eli0s you don't have any sync problems because you are loading the music fully into memory. Try streaming it and by the 3rd loop it will be totally out of sync.

    I don't understand, I've uploaded the exported project and it still plays just fine! On Firefox and Chrome that is...

  • eli0s yes I've looked at your capx but you have the audio files imported to the "Sounds" folder which tells C2 to load the entire audio file into memory. If you put your audio files into the "Music" folder it streams from disk. The streaming is where the loop sync problem occurs. You really can't afford to load your music into memory...

  • jobel , oh, I get what you mean now. I never use the music folder because I believed that C2 doesn't support multiple audio files to be played simultaneously from the music folder. But it seems that it does!

    You are right, if I move the audio files into the music folder, the whole thing collapses!!! What a mess!!!

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)