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Alright, this is the way I’m thinking of this.
When 3.0.0 releases, as long as we can have delays in movieclips, we can have songs that are up to 4 minutes long in our animations.
What to do:
1. split the song into 6-second-long bits, as that’s the maximum sound length that SN is willing to play
2. Make each of your movieclip’s frames have a 6 seconds delay
3. Add the sounds in order in the movieclip.
4. Bang, you have your song.





lmao
unfortunately, and I announced this before but it was buried under other news probs, MCs can’t internally have delays
it was proving to be a really big hassle making MCs go out of sync with the project’s FPS and timing in ways my tiny brain couldn’t handle
I know it is a ridiculous suggestion, but… If you still have a bit of code of it in… Possible to make a secret debug mode so I could have it-
I mean like if it doesn’t crash that is. Kinda want to see how it bronks and think if I can make still an use out of it-

lmao nah its long gone I’ve ripped out all the UI and all the properties for it from the code
it was being unreliable with slight rounding errors if, for example, the project is running at 1FPS but an MC had an internal delay for 1.5seconds
those types of issues were just ugly, even if I “fixed” it, you would still notice the MC kinda stutter because obviously it either has to pause or skip a frame to “catch up”
it still can happen what with tweening and an mc playing during a delay but, well, it’ll be up to the user to tweak delays by small amounts to get things to appear smooth
oh, right- that reminds me. So the thing with delay being shorter than the fps is a rip?-
Cuz I talked about it once and still having hopes it still can stay cause I use it to make manual inbetweens on low fps anims-
um, yeah i did remove that
i was trying to simplify the basics as much as possible when doing the delay stuff
i’ll see what happens if i allow the delay to be < fps and put it back if its aight
In other words get back to work Ralph
WAcK!
:/
Oh.