|
| 27 Mar 2014 04:37 PM |
This guy says I'm his account.
Ⓡⓐⓘⓝⓑⓞⓦ Ⓓⓐⓢⓗ |
|
|
| Report Abuse |
|
| |
Q3v
|
  |
| Joined: 08 Feb 2014 |
| Total Posts: 11 |
|
|
| 27 Mar 2014 04:40 PM |
Calling play now initiates a different series of events, in which the Play Call remembers to play rather than trying to play as soon as possible. This is an important distinction. The internal callback that takes place after the asynchronous load of the sound checks to see what sound is being asked to play. As always, if the sound is loaded, it will play immediately. The most fundamental difference is that if it’s not loaded, it will wait until it has loaded, then play. This forces an ordering of events — an invariant — that makes it so there’s no possibility of any sounds being out of sync, because the system is built to wait until the sound is loaded before it plays. No sounds are forgotten, and every sound in the queue must play. Ever use Chat Voice by Mad Studio and notice that sometimes your commands don’t create audio? That’s a thing of the past.These changes shouldn’t abruptly change your ROBLOX development experience, but there is something we’d like you to note. If a sound object exists in your Workspace or underneath a part and is in a “Play” state, players will hear that object every time they join your game. Be mindful of the sounds you have loaded in your game and make sure to call Stop to, well, stop this from happening.
As I mentioned earlier, this update lays the ground work for exciting projects in the ROBLOX world of sound. The Client team has been working on new properties you can set in Studio to give you even more fine-grained control of your sounds — two of these properties will be called TimePosition and TimeLength. I don’t want to give too much away (though some of our more experienced builders will already know what the implications of such properties entail), so stay tuned to the blog, as I’ll be sure and post about these updates as soon as they happen.
|
|
|
| Report Abuse |
|