explanation of Sound delay / bug in Editor sound test {not a question}

nio kasgami

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I noticed that after cleaning my project these bugs can happen when you test a audio with the sound editor

  • Horrible delay with sound editor
  • crash of sound test {forcing to restart}

for the first bug it's could happen because you didn't clean the double sound file MV put in when you create a new project...

it's not so dramatic but can slow down a little the system because he have to decide in prior which file to play...it's should at least reduce the horrible delay we have to wait when we playtest. sound. so clean your folder will help on speed up the process

Also cleaning the New data folder of the extention your might not use is also a good idea for speed up your new game creation.

for the second bugs it's sadly not really fixable and it's a case per case situation... 

It's actually a bug where it's not read certain sound format but will read other.

It's do like when you have a corrupted file and will not play at all. For some reason those files will make your sound test crash.

how to notice it's will crash? : it's easy to see it's first will not play and your test audio editor will do a weird "glitch" and after you will have to restart your MV editor.

For the moment they don't have fix for this it's better to erase the file for the moment they will play in game but the problem rest they will have a extreme delay showing the system have difficulty to read this file...

It's could be a System bug, or the fault of the file who can't read the "formula" of the song...I am not super good in music side but in simple the system seem to miss some interpreter who can't read some part of the song....or either the song is bad converted and provoke horrible delay

Anyways I hope those temporary advice could help you on the sound editor issue!
 

Zalerinian

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You shouldn't remove the m4a files from the NewData folder in steam. This will cause mobile ports to break as they expect to have m4a audio. If you don't intend for a project to be exported to mobile, just delete them from the project itself.

As for the crashing issue, that most likely is a bug with the editor, so report that in the proper place, please.
 

nio kasgami

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You shouldn't remove the m4a files from the NewData folder in steam. This will cause mobile ports to break as they expect to have m4a audio. If you don't intend for a project to be exported to mobile, just delete them from the project itself.

As for the crashing issue, that most likely is a bug with the editor, so report that in the proper place, please.
You are lucky you are my friend lol...

and this not a question but a explaination

I don't said remove all M4A files lol 

just remove the files who are not proper to your games 

and to class the files in folder for example if you intend to use the Mobile you input them in the folder ...

like I said it's for reduce lags During devs not in Porting
 

Jomarcenter

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For people who is porting to mobile you can replace the ogg to M4A files. Even if it take some time it would be useful then having problems with the software.
 

romanticmisery.

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I would like to know why the heck the battletests also delays the start of battle music, that is not on the "rtp" of the created projects (the vanilla music), because this is a small detail that is pissing me off, i do not wish the music of my game to play like this.. delayed, stuff even freezes while waiting the song to start in the beginning of the battle. It's stupid and just shouldn't happen, i mean it's supposed to start when you're entering the battle, not when you're there already facing the monsters.

Any pointers?
 
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nio kasgami

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I would like to know why the heck the battletests also delays the start of battle music, that is not on the "rtp" of the created projects (the vanilla music), because this is a small detail that is pissing me off, i do not wish the music of my game to play like this.. delayed, stuff even freezes while waiting the song to start in the beginning of the battle. It's stupid and just shouldn't happen, i mean it's supposed to start when you're entering the battle, not when you're there already facing the monsters.

Any pointers?
the sad point it's the fact in game the engine don't preload SFX and bgm provoking the horrible delays for fixing that you should use galenmereth preloader who preload everything's 

Also using galenmereth preloadManager will reduce your music delay IN GAME not in the editor 

also avoid to have two format of the same music named the same name this would totally provoke a lag it's not big but depending the computer who encounter the Music delay problem it's can go up to 2-5 seconds of delays.

when you remove the double it's low the delay to 1 1/2 second only it's barrelly noticeable but it's more comfortable.

For people who is porting to mobile you can replace the ogg to M4A files. Even if it take some time it would be useful then having problems with the software.
yes totally lol 
 

Ultima2876

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I don't suggest cleaning the NewData folder. It's better to use MVStripper on your project; it only takes a minute (including downloading) and has the same effect, plus you don't risk bugs like this.
 

romanticmisery.

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you should use galenmereth preloader who preload everything's
Using now, thanks for the help my friend.

I think it will be more steady from now on.

----- Edit ----

No it's not, even playtesting the game outside the troop control there's still that stupid delay, the characters and the monsters appear first then the music, and yes i've set the plugin to preload all the SFX.

I mean i'm pretty much satisfied with this maker so far, but those little quirks that he has are pestering me, if you know a solution for this i would gladly welcome it.
 
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