Hey, I’ve had this idea for several years, at the beginning I thought it was just idiotic and that there are other ways to do it, but I think trying to explain this would not be bad for a future innovation.
What would you think if I told you to add an audio event system?
To get back to my point, take into account the animation editor currently inside roblox, we have curves, points, Ik faces and “events”.
What are events in a line animation?
Basically events work like a detector in a script to execute an action or function, you can make an animation event like this type:
local Animation = Animator:LoadAnimation(AnimationInstance)
Animation:Play()
Animation:GetMarkerReachedSignal("test"):Connect(function.....
What if now we do it the same but with the audios, what would bring new this? New games with audio rhythms, better synchronization under the server ticks, ease of implementation, ease of making an event. I’ve had this idea for a long time and believe me it wouldn’t be bad at all to make something “visual” from some audio uploaded to roblox and be able to add events in certain parts of the audio line, and when playing to make an audio:GetMarkedEvent(”test“) example.
Animation events in their current-form are unfortunately not a very ideal system and ideally should be re-worked if they ever are to be used elsewhere (such as an equivalent being added for audios). Afaik, if the animation hasn’t yet loaded, animation events won’t fire since they are embedded into the animation-data (or similar location) itself. This can lead to infinite-yields if you don’t ensure that the animation is loaded
As a backup in-case the animation never loads, you’d still essentially need to embed the event timestamps into code for anything which is heavily gameplay-related or mission-critical.
Copying this flaw from animation events would personally feel like a mis-step and alternatives (such as embedding the events under the instance itself; with the option to also embed events in the asset, only for less critical events) should ideally be considered when this feature-request is.
Anyway, I don’t see why this would be needed. The whole point of animation events is to accomplish exactly that. Like where does it stop? Next should they add a particle event? Sounds like bloat for the animation editor
I think generally the animation event system is just quite unintuitive as it stands. I’m not sure a specific event for certain things is absolutely necessary (although I would love to see root motion implemented natively) however at the very least an overhaul to the editor for them would be a godsend. Specifically I’d prefer separate ‘tracks’ for each event you add and name youself so you aren’t looking through a single line of animation events hovering over them until you find the one you want.