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Question by carbotta · Apr 14, 2013 at 01:28 AM · audiosynchronizationasynchronous

asynchronous sound

hey!

i am currently building a game in unity3d pro in which the player constanly moves on the z-axis with 30 units/sec and different objects appear in the field of view (60 units) to the rhythm of the background music (120 bpm). kind of like an audiovisual space simulator. most of the time everything is perfectly in sync from start to end. but sometimes the game seems to be loading just a little bit longer than the music does, so everything is out of sync right from the beginning. this also happens when the computer slows down for a little moment causing the frame rate to drop... question is: is there any possibility to guarantee a perfect synchronisation that is independent from loading time etc? something like a magic preloader-super-thingy that preloads everything in advance an then starts the game and the sound synchronized?

thank you

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avatar image Fattie · Apr 14, 2013 at 07:37 AM 0
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it's extremely hard to do this really well - it's almost like building a sound editor.

one trivial thing, you realise that in the inspector where you load sounds, you can select "preload to RA$$anonymous$$".

Look At The Documentation - or even just look at your sound in the Inspector

avatar image DaveA · Apr 14, 2013 at 07:53 AM 0
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Funny thing, I've been working on something like this. Hope to have in Asset Store in a month or so.

avatar image Fattie · Apr 14, 2013 at 08:14 AM 0
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that would be awesome, I'd buy !

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