RMMV Yanfly's Event Chase Player often only plays default alert sound

zzmmorgan

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Best I can tell it seems to be some sort of timing issue as if the event spawns and sits for a while before the player triggers it then the sound in the "this._alertSound = x " works fine. I've ended up moving a lot of events further out from the edge of maps and shortening the chase range which has helped in a lot of situations but it's not 100% even then. Odd thing is if the event is blank until a trigger (in this case a switch from another event) then even though the player is standing practically right next to it then the alert sound defaults again. I've done a workaround by turning the volume on the alert off "this._alertSoundVol = 0" and then having the alert sound played by the event that triggers this one.

I do have the frequency set at "Highest" so not sure if I'm missing something or not. Here's a shot of the event that's triggered by a switch from another one.:
1599422216059.png

I also changed the frequency within the move route just to see but nothing changed.
1599422453113.png

Am I missing something or is that lag a common thing with the alert souds?
Oh this does seem to happen both in playtest mode and with a deployment.
 

boikish

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I had this issue as well. Best workaround I had was moving the alertSound earlier in the route.
 

zzmmorgan

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That does seem to help a bit.
The sound system in general seems to have a bit of lag so there's definitely a bit of tweaking at times...
Overall though I've had a blast with RMMV.
 

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