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Music Sequencer Looping Delay

Archive: 13 posts


Ive been creating music for my levels using a music sequencer. The problem im having is, the music ends way before it loops. So theres a pause in the music for sometimes up to 5-10 seconds. I thought it was for having too many instruments but this doesnt seem to be the case. I also thought it was due to a high thermometer on my created levels, but this has happened on empty levels also. Any ideas on how to fix this?2011-05-04 07:37:00

Author:
rambo3416
Posts: 179


This may be a dumb question, but on your sequencer, do the instruments go right to the end, or have you left a gap after the last instrument (likewise before the first intsrument)? I never have a problem with my music looping.2011-05-04 15:20:00

Author:
Ali_Star
Posts: 4085


All of my instruments are at the end of the sequencer. There are no gaps. The bar you see scrollingcacross the sequencer when the music is playing is moving slower than the tempo of the music. So when the music ends, the bar still has several seconds until it reaches the end of the sequencer and loops.

It sucks cause i have some really nice music id like to share with the community including remakes of the Streets Of Rage 1 boss music and another Streets of Rage 1 song from stage 4.
2011-05-04 17:55:00

Author:
rambo3416
Posts: 179


That's strange. Does it just do it on that particular sequencer? Have you tried creating new sequencers, or even copying all the instruments off your current one, to a fresh one? I have some sequencers in a rather full level, it makes the music skip a little... but that's it.

I guess another thing to consider is what activates your sequencer (if anything)? If a sequencer is activate by a switch, the first few bars of the song don't play.

That's all I can think of, I'm afraid.
2011-05-04 18:01:00

Author:
Ali_Star
Posts: 4085


I havent tried copying an old sequencer to a new one. I figured that i shouldnt have to do that. I dont have anything special activating the sequencer. Just player proximity. My only guess is the song is too crowded. But some songs arent and i get the same thing. Im stumped kn this one2011-05-04 18:07:00

Author:
rambo3416
Posts: 179


Do the notes drag all the way across the individual instruments? Have you extended the instruments to more than a 2-point and forgot to fill the lengths?2011-05-04 18:26:00

Author:
Nurolight
Posts: 918


I've had the same problem. It's some sort of glitch where the looping won't start back up in sync. But I haven't had a 5 to 10 second delay, only a fraction of a second. Basically, it "skips" a beat and starts up where it's supposed to.2011-05-04 19:30:00

Author:
schm0
Posts: 1239


Yea, my delay can be pretty lengthy, where the level becomes quiet for a few seconds. Let me know if you know how to fix. Thanx2011-05-04 20:45:00

Author:
rambo3416
Posts: 179


IT's because music player and logic that control it are working on seperate processing threads, in other words logic is not synced with music. If game lags the head of music sequencer slow downs but music continue playing on it's normal speed which create this delay, music won't loop until head reach end.It's not a bug, if music would be synced with logic any lag would cause it's timeline deformation and music would sound like broken tape

Only solution to that isto make level that not laging much
2011-05-05 01:12:00

Author:
Shadowriver
Posts: 3991


Have you tried it in play mode? It's less likely to lag than in create mode.2011-05-05 02:49:00

Author:
riverad08
Posts: 104


IT's because music player and logic that control it are working on seperate processing threads, in other words logic is not synced with music. If game lags the head of music sequencer slow downs but music continue playing on it's normal speed which create this delay, music won't loop until head reach end.It's not a bug, if music would be synced with logic any lag would cause it's timeline deformation and music would sound like broken tape

Only solution to that isto make level that not laging much

I've had it happen in an otherwise empty level on my moon with no logic involved whatsoever. Pretty sure it's a bug. A minor one, yes, but a bug nonetheless.
2011-05-05 03:33:00

Author:
schm0
Posts: 1239


I've had it happen in an otherwise empty level on my moon with no logic involved whatsoever. Pretty sure it's a bug. A minor one, yes, but a bug nonetheless.

I usally met that bug on heavy loaded levels
2011-05-05 19:42:00

Author:
Shadowriver
Posts: 3991


IT's because music player and logic that control it are working on seperate processing threads...

Interesting theory.

I only ever experienced very short gaps, which I theorized was due to framerate quantizing. If the total duration of your sequencer doesn't divide cleanly by 1/30th of a second, then it would necessarily have to fudge the figures, which might lead to a gap where it resynchronizes with the framerate - even a 1/30th of a second gap would be noticable to the ear.

The same may apply to the points at which the notes actually play. Not sure, though. I never did any particularly extensive experiments with this stuff, so your theory might be a better one.
2011-05-05 19:53:00

Author:
Aya042
Posts: 2870


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