jrhee
New Member
Posts: 7
Posts: 7
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Post by jrhee on Feb 24, 2015 21:58:46 GMT
Hi,
Is it possible to have playlist controllers not ignore timescale? The "ignore time scale" master setting doesn't seem to apply to playlists.
I'm trying to implement the ability to skip cutscenes, and am doing this by scaling time to a very high value. I'd like to have the music resume where it would have if the cutscene played through normally, since we're syncing the soundtrack to in-game events.
If playlists can't be set to be affected by timescale, is there a recommended approach for implementing what I've described above?
Thanks! John
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Post by DarkTonic Dev on Feb 24, 2015 23:39:33 GMT
Audio Sources aren't supposed to react to time scale, whether in sound effects or music. That's just how they work. The ignore time scale function is just there to ensure gapless transitions of Playlist songs while at reduced time scale. It doesn't affect pitch or anything else at all.
I would think you would just pause the playlist, then resume after cutscene.
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jrhee
New Member
Posts: 7
Posts: 7
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Post by jrhee on Feb 25, 2015 2:30:37 GMT
Thanks- pausing/resuming isn't an option since the track needs to wind up at same time as if the cutscene played through normally to sync correctly with events happening on screen. Worst case I'm hoping I can just store the elapsed timeDelta and set ActiveAudioSource.time manually, but was hoping there might be an easier way.
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Post by DarkTonic Dev on Feb 25, 2015 3:26:02 GMT
I doubt there's an easier way than doing what you suggested with ActiveAudioSource.time.
I'm not sure what you were expecting "ignore time scale" to do that it didn't. That doesn't seem in any way connected to what you're trying to do.
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