Spawned actors sound problem!!

Hi GS developers!

I have insert sound file(ogg,mp3) into the spawned actor.
When first entrance of this actor there was performance delay!
so.. i was delete the sound file then delay issue was fixed.
sound is must be make problem.

I've tried many test but I'm still don't know what is cause!









Comments

  • mataruamatarua Auckland, New ZealandMember Posts: 854
    When you spawn any item on stage which is not on stage it needs to load the assets - the graphics and sound into memory.

    Loading things in to memory creates big lag, performance delay, frame rate nightmares - so best to put things on stage to preload them if they are big and use a recycle type method to make them appear like spawning perhaps.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited November 2013

    Hi @fox2

    As @matarua says for a possible reason but also…

    It could be the formatting of the ogg file: you don't have to convert sound files into ogg before you drag them into GSC, any popular format like aiff or wave or mp3 will be automatically converted to ogg for you.

    So try dragging the original format of sound file into GSC (after deleting the first ogg version) to see if that makes any difference.

    There's a small chance too, that you have silence at the beginning of your audio file before any sound/music… open the file in an Audio Editor and chop off the leading silence.

    If neither of those things help, a solution to your problem is to have the spawned actor simply "switch on" the sound that's already in the RAM memory…. so make a boolean, let's all it Sound1Go.

    In an actor outside of the visible screen, put:

    Rule: When Sound1Go is true
    Play Sound Your Sound
    Change Attribute Sound1Go to false

    And in the rules of the spawned actor
    Change Attribute Sound1Go to true

    That way you shouldn't have any sound delay.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • mataruamatarua Auckland, New ZealandMember Posts: 854
    Toats all good stuff @gyroscope so I gift you this memory =
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited November 2013
    @matarua Ha! Thank you! Truly excellent stuff. :-)

    I enjoyed watching that… although I'm old enough to have remembered it, I don't actually remember it though, if you see what I mean…

    Anyhow, terrific retro sounds and graphics… which weren't retro in the least at the time, of course… ;-)

    I bestow you an "Awesome" for that. :-)

    P.S This game deserves a remake…. B-) hmm…...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • mataruamatarua Auckland, New ZealandMember Posts: 854
    @gyroscope - I grew up with this stuff - totally is excellent ^:)^ this is a rip of Marble Madness - totally unabashed clone - Spindizzy was the pinnacle of that era IMHO...



    :D
  • fox2fox2 Member Posts: 67
    When you spawn any item on stage which is not on stage it needs to load the assets - the graphics and sound into memory.

    Loading things in to memory creates big lag, performance delay, frame rate nightmares - so best to put things on stage to preload them if they are big and use a recycle type method to make them appear like spawning perhaps.

    thank you for kindly reply.
    I put the spawned actor to beside of the screen then performance was improved.

  • fox2fox2 Member Posts: 67
    Hi @gyroscope
    Your reply is very helpfull for me.. thanks...
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