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Music Sequencer Problems! Skipping, Distortion etc.
Archive: 6 posts
Hello, Im starting to get really fed up with this and have no idea l how to fix it. I have noticed that often when custom music is used in community levels, it sometimes skips, slows down and/or get distorted especially when a lot is going on with game play. I'm pretty sure its not my PS3 as I've heard this happen to others too. I'm surprised Mm haven't patched this by now. I have this awesome custom soundtrack for my new level that I want to use but it skips like crazy when a lot is going on and it really spoils it for me. I hope you know what I mean. Anyone had any similar issues? How can I fix this or atleast minimize the problem? Any help is much appreciated because I really want to use this custom soundtrack. Thank you. | 2011-07-09 08:27:00 Author: LFiers Posts: 161 |
I have noticed some of what you describe. The game engine is not limitless and so is the sound part. A piece of custom music uses up several 'channels' of sound generation, depending on simultaneous notes played and effects like echo. If you grabbed a community track, then chances are that its author pushed this limit to the brink, because after all this is a song "to listen to". I had to seriously tweak the music I use in my new level in order to give room to the many sound effects, else risking breakup of the music. I still don't have it right and now I am exploring ways to limit simultaneous sound effects with logic. For the skipping, you probably noticed a delay when the music loops after a lot of stuff has happened on the screen. This is unfortunate and I agree that MM should fix this, because it happens way too easily and renders the looping option of custom music kind of useless. The way to deal with it for now is by taking the music data on the sequencer's canvas and copy it several times. The music in my level does this 3 times, since my plan is to switch to another piece of music around the time the first is about to loop. If you are using sound effects on your music sequencer canvas, you may have noticed that the execution of those are unreliable when a lot of stuff is going on around it. I believe that a music sequencer is part music data that is buffered into the sound engine and played independently of the logic engine, but things like loop timing and logic objects on the canvas is dealt with by the logic engine. The logic engine can really start to run behind in a busy environment. One last tip: do not trust Create mode, even if it is in preview. The engine has so much more to deal with in that mode than in play mode. It is hardly noticeable in lesser complex levels, but if you are pushing an edge here, then you really want to go and test your stuff the old LBP1 way: through play mode. | 2011-07-09 09:20:00 Author: Antikris Posts: 1340 |
I make a lot of game lagging music too. Either you have to adjust the reverb on the level, change the setting on the sequencer to padded cell, or edit your sequencer to be less intensive. I hate doing all the of above so there are few tricks to help you. If you use strings a lot, try changing those to mosquito a lot of times they sound more like orchestra strings then the single lonely violin we were given. Also if you double the notes on a higher or lower octave, deleted the complimented notes (the doubled part) and double the instrument itself on a different line. Try to use instruments of the same color (pianos = yellow, waves = cyan, etc..) it will use less of the sequencer thermo reducing lag. There are a few instruments that interchangeable that are less laggy, but with a little tweaking you can make them sound similar to the instrument you want. I hope this helps, I give away all my music so people can learn from it, check out my 3 jukeboxes when you have a chance. <3 | 2011-07-09 21:44:00 Author: tabycatmeow Posts: 52 |
I reduced the looping delay in my custom music by placing two copies of my music sequencer on a regular sequencer. It took a few tries to get the timing just right so that the second music sequencer would start at the right time to simulate a smooth loop (well, pretty smooth). When the regular sequencer loops, there isn't such a delay as with the music sequencer. I used this method in my LBPC1 entry, with a very full thermo, and the music seems to be running smoothly. | 2011-07-09 21:52:00 Author: Pookachoo Posts: 838 |
Nice tips. I have this delay problem in my Alex Kidd musics. I'll try the sequencer. :-) | 2011-09-08 18:30:00 Author: DizaumBR Posts: 78 |
Out of curiosity, how many different instruments are you using? How many instances total (i.e. instruments or channels playing at once)? Lastly, how many effects (reverb, echo, panning, timbre) do you have working on those instruments? Does the music/level slow down at any given point? As tabycatmeow suggested, try reducing the number of notes that are playing, and the effects being put on those notes in any given time. Also, try playing the section of your level with no music. It could be the level, and not the music, that's slowing things down beyond relief. Try this with multiplayer too, if you can. | 2011-09-08 19:34:00 Author: schm0 Posts: 1239 |
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