Local Audio is paused when the client freezes

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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