You could split the audio using audacity/other audio tools
This does seem to look like normal behavior. From what I know, the only workaround to this problem would be to have a loop run every few seconds, and if the audio’s TimePosition is too far off, just re-sync it to the animation.
I feel like TimePosition is glitching too. The game uses two animations and the second animation plays at a specific timestamp of the sound. When the sound de syncs, the second animation still plays at the timestamp as if the sound was still synced.
Here is the game link if you want to try it out
Game
I still need help with this. Someone help or I will scratch the skin off my back
meowwwwwwwwwwwwwwwwwwwwwwwwwwwwww!
again, this is a roblox intended feature for whatever reason? bit weird imo. you can still use keyframes to know when to do what. best solution i can think of rn
I want to match the animation with the sound. Not the other way around
you’re out of options then afaik
is there a reason it needs to be synced with the audio?
Yeah, it’s just a lot more easier that way. Especially for my upcoming projects too.
Why’s it easier?
char limitttttttt
Because the animations I’m making are cutscenes.
Is there a reason you can’t use keyframes?
this is practically impossible if you want it to be synced unless theres some hidden feature im unaware of
hmm… You could use a dictonairy to store specific times where a new event should occur and store the time the first audio was played and use RenderStepped
or a while loop to know when to play the other animations/sounds?
Well no, because the audio is getting desynced with the TimePosition.
split it into parts, and do something like this:
local animationstart = tick()
local animationendtime = 30
local soundindex = 1;
while tick() - animationstart < animationendtime do
local currentsound = sounds[soundindex]
local elapsedtime = tick() - animationstart
if elapsedtime > currentsound.ShouldPlayNewSound then
soundindex = soundindex + 1
end
if soundindex > #sounds then
break
end
task.wait()
end
That’s smart, but there’s also a limit to audios you can upload at time. Also this seems like way too much effort. I think I’m just going to file this as a bug report