- Joined
- Jul 10, 2020
- Messages
- 114
- Reaction score
- 179
- First Language
- English
- Primarily Uses
- RMMV
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.:

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

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.
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.:

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

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.
