Local Audio is paused when the client freezes

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!

@PeculiarMei
There’s this though.

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

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image

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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

I’m making cutscenes similar to this

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

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