#Cannot figure out whats causing this issue.

1 messages · Page 1 of 1 (latest)

vital pine
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@lilac island is there a reason to send the audio to every player?

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That’s very excessive

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rly?

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how many people are in your game rn

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it’s more net efficient then just using playing the audio at the audio player in a 3d sorta radius?

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@lilac island

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I don’t believe it

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one but

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bit*

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That doesn’t even work either because it sending an event to everyone

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You want the whole lobby to hear it even 7273747474849595858 meters away?

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You better off not using an event

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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????

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doesn’t make send to me 🤷‍♂️

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Your friends is dumb

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don’t listen to him

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there isn’t a way to reduce it

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just connect the gun handle to the audio player

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simple

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it’ll play for everyone near it and fades out slowly when you walk away

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Yup

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Though lower end devices have lower frame rates

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so it might drop the frames a few

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causing you to lag

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but the game itself won’t

sonic citrus
# vital pine rly?

Sending to all to play locally is cheaper in net than playing it local with synced

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Hell if I knew, try saving the room and leaving and rejoining, might be bugged

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Only other reason I’d think of is sending it to all may be causing a net overheat

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Even if it’s just you, synced events can still use NET

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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

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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)

wicked vigil
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SELLER SWAG MAKERPEN?
please tell me this is still avaliable

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AFAIK audio cannot be sent through synced events, check your logs

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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

wicked vigil
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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

wicked vigil
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yes

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a play audio event if you will

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compared to using a synced audio player? no

sonic citrus
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Synced audio is so expensive for no reason

wicked vigil
sonic citrus
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It’s fucking dumb

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3D audio is a state, audio at position is a chip

wicked vigil
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its just to store a list of audio?

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its your choice dude

sonic citrus
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Define “a ton” I know the limits of rec room with custom weapons

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Yeah 14 you’ll be fine