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0 投票

Whenever a track loops back to the beginning or when a track switches to the next one in Music Playlist container there's an overlapping of these tracks. It can actually be tracked in Profiler, which clearly shows a short (as in blink of an eye short) moment when there are 2 voices instead of 1 on the loop/tracks junction point. This issue really messes up my Playback Limit control: in my case it's a situation when Player for example goes to game menu and then goes back to gameplay. As a result I either have to add Stop Track X action to the event before Play Track X (and music starts playing from the beginning of a track) or I have to deal with numerous instances of Track X playing simultaneously, because with Playback Limit set to 1 + Discard newest instance Track X simply gets muted for every other loop. Whilst Playback Limit set to 1 + Discard oldest instance brings us back to the situation when music starts from the beginning every time Player goes to menu or gets back to gameplay, and there also a short glitch of a pause starts occuring between loop joints / tracks. 

Is it a bug or feature? If it's a bug - how come I can't find any complaints about it? If it's a feature - what's the sense? Why would there be an overlapping in Interactive Music? Why then if you use a music track as a looped SFX unit then there's no overlapping at all? 

Wwise v2021.1.4.7707 but this problem is still there in the latest 2022.1 beta, I've just checked it.

 

Profiler screenshot

 

分类:General Discussion | 用户: Mike Zimean (160 分)

1个回答

0 投票
Yes, I've noticed this as well. Even occurs on a butt splice.  I assume because it needs to queue up the next segment.  Consequently, I never use Playback Limit on music for this very reason.  What would be helpful is an instance limit of an object, like a switch container, but the sound instance limit as it stands isn't very helpful for music.
用户: Monty M. (3.1k 分)
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