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#1

Help needed with '1 note at a time' music in level.

Archive: 3 posts


I'm pretty good at creating in LBP and have been creating for a long time in the previous two games (was Team Picked in LBP2). So I'm no noob at the game, I'm just new to the forums. I've moved on to the Vita now and I'm currently making a level based on a popular android game.

My current project is almost finished bar a few bugs that need fixing here and there, a main menu, scoring system and most importantly.. the music. The music is very important as the gameplay revolves around the sound in the game.
I'm making Piano Tiles. A very popular android game and one that should be fairly straight forward.
In Piano Tiles the player taps black tiles that drop down and avoid the white tiles. Every time you press a black tile a note plays, not just any note though, a particular note that forms a song. At first I just had 4 notes and it was fine during the creation process and testing the gameplay but now I want to make actually songs that play one note at a time.
So as I said I had it working with 4 notes no problem. Every tap on a black tile would play a note in a 4 note sequence.
I used a sequencer set to Positional, each bar was 0.2s length and each button press would move the sequencer exactly 0.2 seconds. So when you press the button (or tap the black tile) the sequencer would always move 0.2 seconds and then stop. With 1 note on each bar it was an easy way of doing exactly what I needed.
After finishing most of the level I came back to the music and wanted to add more notes to it. That's when things went wrong. For some strang reason the 7th note is out of sync and the 6th and 7th note are played with the same tap on the tile, which means that the 8th tap is silent.
Is this just an unfortunate glitch? There's no reason why the 7th note should play as the progress bar on the sequencer isn't even touching it.
If this is happening after just 7 notes then I have a feeling it's only gonna get worse when I add more notes.

Does anyone know of a workaround or maybe a better way to get one note playing at a time?
Thanks in advance.
2014-08-06 20:06:00

Author:
Unknown User


I think the problem is caused by the fact that the timing on lbp isn't very accurate. One second on a timer isn't the same as one second on a sequencer, and it seems that your system is drifting out of phase due to this inaccuracy.

Instead of using timers to move the sequencer try using a counter connected a sequencer that is set to positional. This way every time you trigger the timer the sequencer will progress in the same way as using a timer, but it will be more accurate.

If you use a counter set to 100 and your sequencer is either 100, 50, or 25 bars long then you should still be able to accurately advance the sequencer the same as the grid for the components on the sequencer.
2014-08-07 21:33:00

Author:
fluxlasers
Posts: 182


OH HEY it's Devils_Demon! I missed you man, its gdewitt. I have a new PSN name and also moved on to LBPV. You are the same Demon right? Cause that would make this awkward... Anyway, I second what flux said. I too have had some very weird timing issues and Im guessing it's just bad coding for the game.2014-09-05 01:07:00

Author:
axoh17
Posts: 9


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