In-game audio for customs I make always starts late
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November 8, 2013 at 6:17 pm #389449
So I’m sort of onto my third custom and yet for every one of them, I’ve faced a very notable delay of about a full second on the audio. It’s not the calibration settings since other customs and regular songs sound just fine. I’m probably making a very obvious beginner mistake but I don’t know where. The delay seems constant, so it’s not a tempo map issue.
I don’t know what to do. Here are all the files for my third project. They look fine in Reaper
, the delay is obvious at the start. There’s no way this one could have gone wrong. The raw extracted audio normally plays immediately and the bpm value provided from the extracted midi means there are no changes throughout the song. Not that it should matter since the same happens on songs with multiple tempo changes anyways.
What am I doing wrong?
November 8, 2013 at 6:19 pm #4090201) Did you render the audio out in Reaper or did you use the original file? If you used the original file, it’s gonna be out of sync because it’s gonna start at 0 instead of where it’s placed in the project.
2) Did you export the MIDI file including the tempo map?
3) Very rarely Reaper eats up a measure, make sure in Reaper that all measures are accounted for.
November 8, 2013 at 7:06 pm #4090221) Did you render the audio out in Reaper or did you use the original file? If you used the original file, it’s gonna be out of sync because it’s gonna start at 0 instead of where it’s placed in the project.2) Did you export the MIDI file including the tempo map?
3) Very rarely Reaper eats up a measure, make sure in Reaper that all measures are accounted for.
Yes, I rendered out in reaper. The exported file matches up 1:1 to the files use to create it, so that means the count in sounds match too.
Tempo map is included. Its value is read back in if I open the midi created by magma.
All measures are accounted for in Reaper. The preview looks and plays just fine with the audio there.
November 8, 2013 at 7:10 pm #409023Taking a look at the project files now.
November 8, 2013 at 7:28 pm #409024I see no delay, looking at the CON content in Reaper, though you have all your keys not too early: they should be 1/16th late than they are now (move them to the right by 1/16th).
November 8, 2013 at 7:32 pm #409026I see no delay, looking at the CON content in Reaper, though you have all your keys not too early: they should be 1/16th late than they are now (move them to the right by 1/16th).A whole 16th? Wouldn’t that look incorrect in Reaper? The gems smash when the correct note plays and I thought that was the correct way.
November 8, 2013 at 9:03 pm #409039A whole 16th? Wouldn’t that look incorrect in Reaper? The gems smash when the correct note plays.
They… don’t. Look at the MIDI track and line up the notes to the spike in the wave form and you will notice it. But it’s definitely not the 1 second you notice when playing, which I don’t see on my end (albeit only in Reaper from the CON file, and not in game).
November 8, 2013 at 9:26 pm #409041even though I told you on skype, i’ll post it here for posterity’s sake:
– audio and midi are synced correctly, in the reaper project, as well as outside of it, so any 1 second difference is a problem with the wii emulator
– keys are exactly 1/16th early as farottone mentioned. considering everything else seems synced ok, I’m thinking you learned how to spot when it “hits” incorrectly? it’s kind hard to blame it on latency issues when everything else is synced seemingly correctly.
November 8, 2013 at 9:56 pm #409043Yeah, the 1/16th shove made it feel more correct in Reaper, but the desyncing remains on my end. I will try on a real system to eliminate any problem variables.
Edit: Here it is playing on my Wii. There is still some delay, but Guitar felt spot on (as far as what is considered normal relative to other songs)
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