Getting more and more an understanding of how to customise the GUI I added style.mm_button.hover_sound and style.mm_button.activate_sound.
However the sounds are triggered delayed - I estimate by about 200 to 400ms.
Is this a general Ren'Py 6.6.2 performance issue (my PC runs XP on a Core Duo @3,2GHz), or are the triggers intentionally delayed (in case a person hovers quickly over all the buttons)?
While we are at it. When I only set a hover_sound and no(!) activate_sound, the GUI seemingly triggers a hover_sound on clicking (activating) a main menu entry e.g. "Start Game".
hover/activate_sound delayed? (solved)
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hover/activate_sound delayed? (solved)
Last edited by Jo'ogn on Fri Jul 18, 2008 3:38 pm, edited 1 time in total.
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Re: hover/activate_sound delayed?
It's probably a general performance issue, but it shouldn't be that bad. Audio delays should be more like 50-100ms. Hm... what sample rate is the sound at? For best results, it should be at 44100 hz.Jo'ogn wrote:However the sounds are triggered delayed - I estimate by about 200 to 400ms.
Is this a general Ren'Py 6.6.2 performance issue (my PC runs XP on a Core Duo @3,2GHz), or are the triggers intentionally delayed (in case a person hovers quickly over all the buttons)?
Ren'Py is behaving correctly, if counter-intuitively. The activate_* properties are taken from the hover_* properties, unless an activate_* property is set. This is almost always the correct thing to do, but not in this case. You want to set activate_sound to None manually:While we are at it. When I only set a hover_sound and no(!) activate_sound, the GUI seemingly triggers a hover_sound on clicking (activating) a main menu entry e.g. "Start Game".
Code: Select all
init python:
style.button.hover_sound = "foo.wav"
style.button.activate_sound = None
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Re: hover/activate_sound delayed?
Thank you.
I am aware. I use 44,1kHz ogg. 48kHz resulted in random clicks.
Hm, I tried a shorter percussive SFX and now I get the delays you mention. (The former sound had a slower attack envelope, seemingly creating a virtually longer delay). But still, for activating a button the sound practically plays when the next screen is already there, which can give the impression that the sound does not relate to the click.
Is it possible to fine tune the behaviour of config.main_menu_music = "music.ogg" when leaving the main menu? On which channel is this music?
My game practically starts with a sound and I want the main menu music to fade out while the in-game sound starts - rather than cut off the music before the in-game sound starts.
I am aware. I use 44,1kHz ogg. 48kHz resulted in random clicks.
Hm, I tried a shorter percussive SFX and now I get the delays you mention. (The former sound had a slower attack envelope, seemingly creating a virtually longer delay). But still, for activating a button the sound practically plays when the next screen is already there, which can give the impression that the sound does not relate to the click.
Is it possible to fine tune the behaviour of config.main_menu_music = "music.ogg" when leaving the main menu? On which channel is this music?
My game practically starts with a sound and I want the main menu music to fade out while the in-game sound starts - rather than cut off the music before the in-game sound starts.
Audio Plays: [original] The White Feathers Directive - [Star Wars] Through Flame and Shadow
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
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Re: hover/activate_sound delayed?
It's played on the default music channel: 7.
Your best bet is to just rely on the fact that it's playing even as the game starts. So start the game with something like:
or something like that.
A problem is that Ren'Py is generally faster than the sound buffer delays. I'm not sure how to fix that, without radically rewriting the sound handling code. (I could shrink the sample buffer size, but that would lead to problems for people with slower machines.)
Your best bet is to just rely on the fact that it's playing even as the game starts. So start the game with something like:
Code: Select all
play music "mymusic.ogg" fadeout 1
A problem is that Ren'Py is generally faster than the sound buffer delays. I'm not sure how to fix that, without radically rewriting the sound handling code. (I could shrink the sample buffer size, but that would lead to problems for people with slower machines.)
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Re: hover/activate_sound delayed?
My best guess was that's on channel 7. Wouldn't I have edited the wrong script file just now I would have figured that before asking =_=; So what I am doing now is fading out music on ch=7 and fading in my looped in-game sound on ch=6. Works exactly the way I want it to. Thank you.
Concerning the sound buffer, I can insert short pauses after my menus... It's a work around. Other than in VNs I have lots of user interaction, so it's quite obvious that the sounds lag behind the screen rendering.
Concerning the sound buffer, I can insert short pauses after my menus... It's a work around. Other than in VNs I have lots of user interaction, so it's quite obvious that the sounds lag behind the screen rendering.
Audio Plays: [original] The White Feathers Directive - [Star Wars] Through Flame and Shadow
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
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