I have different unsynced 3D audio players with the same sample audio all supposed to play locally to different players, HOWEVER every time I've tested it, it will always be synced and will cut off any other one of the audio players that is playing previously. Any fixes? I've tried local events, adding large distance between them, but neither worked.
#Unsynced audio players cutting off each other
1 messages · Page 1 of 1 (latest)
Have you tried disabling the synced option, and also turning off “interrupt current sound”?
Both are off
And even though they're off it just isn't unsynced and will still cut each other off
how do you activate them?
A lot of local events and event receivers hooked up to a player joined receiver at the start
As well as trigger volumes
do you use "if player is local and valid"?
I was just using the player is local one
so it looks something like:
[event reciever/trigger volume]> if player is local and valid > play?
It all works besides the audio cutting over each other
There's a lot
can you screenshot the circuits?
wait, audio player interupt eachother or themselfs?
and all of them are configured correctly?
Essentially one of these "intros" starts for the first player and the second player's intro will cut off the audio of the first
Yes
It's just the audio
Every setting off besides 3d audio
have you selected them all and configured in bulk?
have you tried to activate audio player seperatly so it won't activate 4 times in a row?
It's linked up to different player integers and different local event receivers
It's impossible for it to do that
Each intro copy is linked to its own player integer
and you brielfy explain when do you need it to activate and why you can't activate it once
Actually, do you have the possibility to actually see it yourself, because I can show you it in person to show these systems and their activations
Because it'd probably be better that way
Damn
ye, timezones suck
Well let me explain this complicated system then
i gtg, i'll answer later
Okay then
U can explain it anyways so someone can help u
It was the sample audios being the same circuit ID
So its fixed?
use play audio at position
This has made me think, Rec Room should totally add icons for the different event sender targets, imagine if next to the little wifi symbol there was a little indicator for if it was all, others, local, authority, room authority, or player! That would make debugging this kind of issue so much easier!
donanedonanedonanenaynanoona
Is that supposed to be the intro to "Dan Da Dan" or something 😆
If you're playing an audio sample it cuts it midway if another audio. Player is using that audio
Anyone have a better solution than have a different sample of the same audio ?
I don't think they interrupt eachother if they're unsynced. But also if you really do need to play the same audio multiple times without interrupting itself, try using a play audio at position chip, you can't move it around while playing unlike an Audio Player component, but i believe it st least lets you play as many of the sound at once as you'd like.
I wish they didn’t mess with each other when unsynced
Also need audio player cause the sound is not a short sound and I need it to move around
Oh yeah okay that's really bad