#Cannot figure out whats causing this issue.
1 messages · Page 1 of 1 (latest)
That’s very excessive
rly?
how many people are in your game rn
it’s more net efficient then just using playing the audio at the audio player in a 3d sorta radius?
@lilac island
I don’t believe it
one but
bit*
That doesn’t even work either because it sending an event to everyone
You want the whole lobby to hear it even 7273747474849595858 meters away?
You better off not using an event
what’s the point of running the audio player for the WHOLE LOBBY when you could just run it for the local player and have everyone near you hear it????
doesn’t make send to me 🤷♂️
Your friends is dumb
don’t listen to him
there isn’t a way to reduce it
just connect the gun handle to the audio player
simple
it’ll play for everyone near it and fades out slowly when you walk away
Yup
Though lower end devices have lower frame rates
so it might drop the frames a few
causing you to lag
but the game itself won’t
Sending to all to play locally is cheaper in net than playing it local with synced
Hell if I knew, try saving the room and leaving and rejoining, might be bugged
Only other reason I’d think of is sending it to all may be causing a net overheat
Even if it’s just you, synced events can still use NET
Keep in mind, the amount of players allowed in your room can alter how much NET you have, if your room has a max of 40 players, you have WAY less NET to work with
If it’s like 10, you have the most you can work with still (I think, probably not the exact amount, but the max player count does effect the NET)
SELLER SWAG MAKERPEN?
please tell me this is still avaliable
AFAIK audio cannot be sent through synced events, check your logs
Your best bet is to have a list of each audio, and instead of sending the audio itself, send the index of the audio in that list
I'd advise baking the list into an event when the local player joins as to save on CPU when taking from the list from the event rather than List Create
While there is no List<Audio> Variable, there is a List<Audio> property on events, and events can act almost identically to local variables
Use a custom event defined via an Event Definition to store a List<Audio>
Send this event when the local player joins to initialize (set) your audio list to a List Create of all your audio
Use an event receiver to getthe variable value
Now, instead of sending an Audio through an event to all, use an Int, where the Int in question is the index of the audio you want to play
Synced audio is so expensive for no reason
wait actually?
If using play audio at position, yeah
It’s fucking dumb
3D audio is a state, audio at position is a chip