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@ralph
Do you think it would ever be possible for whole music clips to be in StickNodes? If it had to cut down on memory there could be a project mode where you can have the longer sound file but you aren’t allowed to add any more sounds.
Or the sound file isn’t actually part of the project, but there is some way to hear the music as soon as you play test the project so that it’s easier to sync animations. It’s just a question that’s been bugging me for a while.



Well one of the issues is the lag. That comes first.
Second, sounds trigger on specific frame. Any frame after that will not play the sound. Flash has same thing unless you set the sound as stream event.
Generally. Things will lag and preview will be very off. What I do is I cut a song to 5 second bits using audacity. But someone told me they can also use a ringtone maker to crop. Then simply match putting sounds according to fps. That’s what I do-
I actually do plan on adding music functionality *this year* (lmao)
I have other things I been putting off too long and gotta get in because excite
music files would be handled differently than sound
they won’t be loaded into memory but rather streamed from a file, LibGDX allows this functionality
I will have to get functionality into the app to properly determine if music is playing when starting the animation in the middle, for example (so as to not require user to have to play animations from the music trigger frame all the time)
of course if the anim lags, music won’t be in sync, but that’s something people are gonna have to work around (turn off twening/filters temporarily, lag reduction, see how it syncs, etc)
like I said though later this year, I gotta get other things in first
STAHP BERATING HIM AND GIVING HIM UPDATE STUFF ITS HIS BDAY HE NEEDS REST MAN