Slow messages with voices

Tuomo L

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For some reason, all the messages are super slow when I put voices. The message settings don't seem to matter, the message slug ages behind the person speaking the lines.
 

FoxySeta

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That's probably because the engine is trying to sync the audio and the text speed.
 

Tuomo L

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That's probably because the engine is trying to sync the audio and the text speed.
Probably but I checked and I didn't have extra silence in start or end. We're not talking about small difference, the message is delayed at least second sometimes several seconds for very long messages.
 

peq42_

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If VN is the same as MV, it's a singlethreaded engine. Probably, to execute both "at the same time", it's reading a few parts of one, then drawing a few text, then back again reading the audio file,etc.

If that be the case, i see no way around it, the solution would be someone using a plugin that makes web workers to execute some basic things(like audio execution) or the engine itself start using it by default.
 

Archeia

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It depends on the length of the text and the length of the audio. The software tries its best to match up both as much as it can.
 

Kentou

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Hi, can you give me one of your voice files as well as the text for it? So I can try to reproduce that on my side
 

Tuomo L

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Archeia

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I tested your audio in a new project and the voice and text almost match 1-1 in speed. In fact the text is a bit faster because the voice has slight pauses. I think what you want to say is that you don't want them to match at all and retain the original message speed?
 

Tuomo L

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I tested your audio in a new project and the voice and text almost match 1-1 in speed. In fact the text is a bit faster because the voice has slight pauses. I think what you want to say is that you don't want them to match at all and retain the original message speed?
What? No, it takes long time in my project, like 5 seconds later it comes.
 

Tuomo L

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I mean if the audio is literally 7 seconds long, the message will show at rate of 10 seconds, I timed it with one of the messages. The audio ends far sooner and the message has to play catch up to get to it. It really depends on the way the voice comes too, if there's pauses or not, which seems to mess up the audio sync entirely.
 

Archeia

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I mean if the audio is literally 7 seconds long, the message will show at rate of 10 seconds, I timed it with one of the messages. The audio ends far sooner and the message has to play catch up to get to it. It really depends on the way the voice comes too, if there's pauses or not, which seems to mess up the audio sync entirely.
Where is this audio that is 7 seconds long for us to emulate the issue then?
If there are pauses in the audio then you have to add text codes such as waiting {W:#} that adds pauses to the messages too for perfect synch.
 

Tuomo L

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If I edit the audio and I have a save game, does it keep the old saved game audio length instead of the new audio? Because that could cause the desynch.
 

Archeia

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If I edit the audio and I have a save game, does it keep the old saved game audio length instead of the new audio? Because that could cause the desynch.
Always try for new game. Saves can be a hit/miss.
 

Tuomo L

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Where is this audio that is 7 seconds long for us to emulate the issue then?
If there are pauses in the audio then you have to add text codes such as waiting {W:#} that adds pauses to the messages too for perfect synch.
What's the W: time, can it be the same time as in wait command (as in, the number should be in hundreds for actual pauses) or is it more akin to \. \| times in RPG Maker where just one or two is enough for a small pause?
 

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