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Music integration

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Music integration Empty Music integration

Post by RyderLR Mon May 11, 2015 12:27 pm

Would there somehow be able to have a music player kind of put into a Linerider build, so that you can play a Linerider track and a song at the same time, or would you run into issues (with FPS or what have you).

Just curious if it's possible as a concept, or if it would be able to be executed at all!
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Post by Lukking Mon May 11, 2015 12:32 pm

had this exact thought fow a few days now...please...somebody has to do that
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Post by TCR Mon May 11, 2015 4:20 pm

Yes please. someone make that
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Post by Opal Rider Mon May 11, 2015 11:34 pm

I like this idea! So that if the game lags, the song lags too, and the sync won't be lost.
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Post by RyderLR Tue May 12, 2015 8:17 pm

?
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Post by Chuggers Tue May 12, 2015 9:03 pm

my only worry is that if you make music lag with the track lag, music frames per second would probably give you an aneurysm
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Post by efrazable Tue May 12, 2015 9:04 pm

Your suggestion is good, but there are a few issues.

-MP3's in Flash, in order for Flash to not crash, need to be heavily compressed, to the point of little enjoyment of the music during track-making
-using the slo-mo function in LR would put the track and the audio out of sync instantly, as attempting to sync any time-stretching actionscript would be near impossible to perfect to the point of usefulness (here's a neat flash element called AudioStretch to look at what I mean http://www.audiostretch.com/audiostretchforflash/ )
-Even without using any slow motion, unless you have a computer that can run LR at exactly 40fps, the music will not be in sync with the track.

On a side note, I've only taken 2.5 semesters of (useful) computer science, and have virtually no background in Flash. If I'm off base let me know.

TL;DR: No.
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Post by rabid squirrel Tue May 12, 2015 11:46 pm

efrazable wrote:-Even without using any slow motion, unless you have a computer that can run LR at exactly 40fps, the music will not be in sync with the track.
Well I think it would be pretty cool to have it maybe turn off if you drop below 30fps, but if it drops to 39 or 38 fps for a bit you could just slow the music slightly? Most people making naked tracks often reach a point where the track lags just a tiny bit and thus throws off the sync.

I imagine it would be difficult (maybe impossible) to program because of flash's inaccurate fps counter, but.... there's my thoughts.
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Post by Conundrumer Mon May 18, 2015 4:22 pm

Music integration is very important to me, and if everything's rewritten in a modern runtime environment, lag wouldn't be an issue. Of course, rewriting everything is not trivial, but I'll explain the plan later.
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Post by Conundrumer Sun Jun 28, 2015 12:53 am

efrazable wrote:Your suggestion is good, but there are a few issues.

-MP3's in Flash, in order for Flash to not crash, need to be heavily compressed, to the point of little enjoyment of the music during track-making
-using the slo-mo function in LR would put the track and the audio out of sync instantly, as attempting to sync any time-stretching actionscript would be near impossible to perfect to the point of usefulness (here's a neat flash element called AudioStretch to look at what I mean http://www.audiostretch.com/audiostretchforflash/ )
-Even without using any slow motion, unless you have a computer that can run LR at exactly 40fps, the music will not be in sync with the track.

On a side note, I've only taken 2.5 semesters of (useful) computer science, and have virtually no background in Flash. If I'm off base let me know.

TL;DR: No.
Your claims are based in the last decade.
- MP3s in flash don't need to be tiny and compressed
- here's an idea: sync LR to the playback rate instead of syncing the playback rate to the song. skip frames if necessary
- line rider is running on a really old runtime. by porting to a newer version of flash, it'll be much faster.

On a side note, even if you graduate with a CS degree, you won't necessarily know anything practical Wink

tl;dr I'll give it a shot in flash
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