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
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