Unfurl

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[SOLVED]


I've tried all the fixes. Using Preload Manager and Web Audio Cache, doesn't work. It preloads correctly but doesn't fix the issue. I also tried the DSE Audio Lag Fix pluggin and that just errors with "Reference Error - Decrypter is not defined".

When the game starts there is always a few second delay for the music to kick in. Same thing when a battle starts. When the battle is finished all audio delays slightly for anywhere between 2 - 4 seconds. Also tried making the audio files 3 different file types, they all still delayed so it can't be that. I noticed with F2 open on the 'ms' option it spikes really hard at the start and end of a battle.

Anyone fixed this issue?



This is the DSE Audio Lag Fix btw - https://forums.rpgmakerweb.com/index.php?threads/audio-lag-fix.73031/


Edit: The Sound Test tool doesn't actually work either....
 
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Andar

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That is not a bug, but a consequence of using HTML5-technology as a basic.

An audio file needs to be completely loaded before it can be played, and your only way to reduce the loading time is to make the audiofile smaller.
There is no other option, it cannot be changed at all.
 

Unfurl

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That is not a bug, but a consequence of using HTML5-technology as a basic.

An audio file needs to be completely loaded before it can be played, and your only way to reduce the loading time is to make the audiofile smaller.
There is no other option, it cannot be changed at all.
Ah okay, I used the preloader pluggin but still found these problems. Do I have to manually preload audio files or something?
 

Isaac The Red

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Which preloader plugin are you using? if its SumRndmnDde's Preloader, I think It has plugin commands you can use, to preload things, so you can have the game load up something during the beginning of an event to use later in the event. Like preloading an animations image/se then later on playing the animation or music or whatever. This could help at least minimize things a bit.

But as was said before, since it's html5, It's a war of attrition with file sizes. The better you manage your file sizes. Meaning, super hi def stuff should really not be used that much, Especially with audio.

Another big thing, depending on someones hardware setup, they will experience your game differently~
 

Unfurl

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Which preloader plugin are you using? if its SumRndmnDde's Preloader, I think It has plugin commands you can use, to preload things, so you can have the game load up something during the beginning of an event to use later in the event. Like preloading an animations image/se then later on playing the animation or music or whatever. This could help at least minimize things a bit.

But as was said before, since it's html5, It's a war of attrition with file sizes. The better you manage your file sizes. Meaning, super hi def stuff should really not be used that much, Especially with audio.

Another big thing, depending on someones hardware setup, they will experience your game differently~
I am currently using https://forums.rpgmakerweb.com/index.php?threads/preload-manager.46515/ (Galenmereth) and the Web Audio Cache https://forums.rpgmakerweb.com/index.php?threads/webaudio-cache-experimental.51422/ (orlando). This does preload correctly but battle music is still delayed and audio after the battle is complete is delayed as well.

That's such a shame that they changed it, I remember it working so well. Was there a reason for the change at all? Also all my audio files are ogg so they are pretty small to begin with.
 

Isaac The Red

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Changes were made in the engine to handle memory leaks, a engine breaking bugs. I don't really have much issues with this problem myself, unless loading up on mobile, or over the web, locally, most things are pretty instant for me without a preloader.
 

Unfurl

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Weird. I'm getting pretty bad delays and this is local inside the editor itself. Even if I export it I still get audio delays which suck. This project is built for PC so I'm kind of confused as my rig is pretty decked out.
 

Isaac The Red

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Is this happening more with default assets, or custom assets? If custom, package up a stripped down project with wall the default rtp stuff stripped out of it, and I'll drop it into my rig and take a look at it see if i have the same issues after work. My rig isn't a monster but runs MV stuff just fine 90% of the time.
 

Unfurl

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The current problem is with custom BGMs. But I have noticed default animations suffering from this audio delay too.

Could it be that I need to reduce the size of the audio even more? But that doesn't make sense as this custom music is SMALLER than the default 'Battle1' track. I have a debug island for the game so I'll export the game and strip all the unused stuff out and send you that.



Edit: I actually have to head off to bed, its past midnight here. I'll upload it when I wake up tomorrow.
 
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Isaac The Red

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Try not to double post, It's against community guidlines, just edit your posts and add on to them if you need to post again, when you were the last person to post in a thread. Just a friendly heads up before mods jump on you like rabid wolverines. :D I'm Currently downloading your project I'll give it a once over and see if it does the same thing for me.

[Edit]

OK, after loading up your little demo, and playing around in it, I'm not personally experiencing any audio delay. A couple of further questions~

What is the system specs for the computer your developing on?
And what version of RPG Maker MV did you start your project on?

I noticed the Files responsible for the engine of MV for your project are older and likely from version 1.3 as they do not match my backups of 1.3.1 through 1.4. and the Version of Pixi.js is also out of date.

The first thing I would suggest doing, it updating RPG Maker MV to the latest version. And then Update your project to match that new version by following some simple steps.

1. create a new project with the updated RPGMaker Software.
2. If you are not using custom plugins, copy and replace all files from the new project's js folder into the old project. If you are using custom plugins, copy all files from the new project EXCEPT plugins.js [as this file is responsible for managing your currently installed plugins.]

After updating RPG Maker, and updating your project, try again and see if that improves your performance within the engine.

Also take note that you might have to update any plugins you are using to their most current versions as well, as some plugins may have incompatibility if they relied on things that have now since been changed in the older engine.

Try this out and tell me how things work out for you.
 
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Unfurl

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Awesome, thank you so much. Sorry about double posting!

I'll edit this post with a report on if anything changed (this project was started a few patches ago but I remember updating it). I am using steams version of RPGmaker so the application it self is updated, but I must have updated the project incorrectly.


Edit 1: I have updated my project correctly but now there seems to be an issue with Yanfly's Buff States Core "RangeError: Maximum call stack size exceeded". I was also having this problem with the Visual HP Gauge too but that just seemed to stop for some reason. They are all in correct order. I'll post a pic below.


123.PNG
 
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Isaac The Red

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Give it a shot. So far as I have noticed that was the only thing wrong in the project was it being an outdated project.
 

Unfurl

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The audio delay is completely solved using DSE Audio Lag Fix (https://forums.rpgmakerweb.com/index.php?threads/audio-lag-fix.73031/) after I properly updated my project and it's pluggins. Only downside is that I can't change the pitch which sucks.

The biggest issue is the "RangeError: Maximum call stack size exceeded" in my last post as Buffs States core is super important to my game :/.

Edit: Problem solved. Things didn't copy over correctly when I was updating the pluggins. Everything is fixed. Thank you so much for your help! :)
 
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Fornoreason1000

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Just though id point this out, as of 0.75 of DSE-AudioLagFix (I'll be updating to 0.79 soon) , it provides a feature to preload sounds using script calls. this is useful for HTML5 Audio.

Pitch in defualt RPGmaker modifies the sample rate of the sounds, making it play faster than it should making its pitch higher or lower. In my plugin however, i use a method that stops the lag but it will automatically adjust the pitch when the sample rate is changed. Unfortunately there is no way to turn it off.

If you have and future problems just PM me.
 
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Isaac The Red

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Glad to see it was mainly an issue of updating. As for the pitch issue, all the pitch option does in RPG Maker is speed up, or slow down an audio track. If you absolutely need sped up or slowed down audio, I suggest downloading something like audacity and manually doing this and resaving the audio for that purpose. Older RPG Makers that used midi audio properly pitched up and down, but since midi's are just note data and not actual audio data that was a possibility.

Good luck with continuing your project!
 

Unfurl

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Just though id point this out, as of 0.75 of DSE-AudioLagFix (I'll be updating to 0.79 soon) , it provides a feature to preload sounds using script calls. this is useful for HTML5 Audio.

If you have and future problems just PM me.
Yeah I noticed this when I was reading through all the plugins carefully. If I notice anything problems with it I'll PM you for sure. Currently everything is working perfect :).

Glad to see it was mainly an issue of updating. As for the pitch issue, all the pitch option does in RPG Maker is speed up, or slow down an audio track. If you absolutely need sped up or slowed down audio, I suggest downloading something like audacity and manually doing this and resaving the audio for that purpose. Older RPG Makers that used midi audio properly pitched up and down, but since midi's are just note data and not actual audio data that was a possibility.

Good luck with continuing your project!

Thank you again for all your help! I've used audacity a ton recently so it wont be much of an issue for me, just takes more time.
 

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