I have some soundtracks in the game and they are setup as follows:
I just call the event and play with the parameters in the game.
However, sometimes the tracks go out of sync. Since it is music, even a little sync problem feels really off.
I came across this post: http://www.fmod.org/questions/question/layers-going-out-of-sync/
And tried the following solutions:
(I tried calling LoadEventsData at the game instance’s Init Game, at every level start and both)
However nothing fixed the problem.
What can I go to fix this problem?
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What FMOD version and UE4 version are you on? And what platform(s) are you seeing this problem on?
I managed to do a hack and disable the stream option for all the music modules.
I would still like to know what might actually be the problem that the music can’t stream properly because having a 3-minute multi-track music not stream is not a good idea to have in the final game!
Well, now my game is randomly crashing on the PS4.
I guess it can’t handle the extra memory…
Based on this thread’s third solution: http://www.fmod.org/questions/question/fmod-layers-loop-perfectly-in-fmod-but-are-slightly-out-of-sync-once-the-file-is-played-in-unity/
What should I set the Schedule delay to? In what units does it operate?
Edit: Setting it to 100 didn’t solve the problem.
This probably needs some better documentation as it isn’t very clear.
The units the schedule delay uses is dsp clocks, still not very helpful.
The default streaming schedule delay is 8192, so to increase the delay you would need to start at 8192 + X. Values for X around 2048 have been found to help.
Thanks for clearing that up!
It solved the problem! (Though I had to set it to 20480 and not 10240 like you suggested).
Anyways, thanks for the help. o/
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