BEE2.4
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Fully Syncronise Funnel/Base Music
For a couple/few releases (I believe it has been ever since implementing the individual track choices) the sync between the main music and the funnel music has been broken. After listening to how the tracks behave, I have come to the conclusion that it is because the main map music track actually stops/starts when the player enters and exits the funnel instead of simply becoming inaudible at those times. The result is a jarring mismatch of the two tracks that is disturbing enough to me that I haven't had the funnel music on ever since the bug was implemented. To be clear, the correct behavior would be that the two tracks (main and funnel) would be of the exact same length and both would always be in time with each other. Entering the funnel would switch from the main track to the funnel track, exiting would switch back. In those transitions it would sound like the same place in the same song, but the sound of the song would be different in the funnel. That is quite obviously not how it currently behaves. It would be awesome if that was fixed.
I'm not sure this is fixable but might be a hardcoded issue with the game
I'm pretty sure it used to work fine even with BEE. I recall specifically selecting tracks that had sync'd funnel music when I had a funnel in the map and it was fine. Alas, no longer.
My recollection might be off, though. I'll download and install an earlier version and check.
I installed PR28. The music sync between main track and funnel track is broken there as well. That makes me think there's a good chance my recollection is off.
This won't have functioned exactly right in any version.
Were you having this issue with the Mel music? In that case, this may not be an issue with BEE at all - a bunch of the Mel funnel tracks are actually different lengths than the main tracks, which would completely break the syncing behavior I think.
It affects any/all music tracks and is certainly not limited to Mel tracks. All tracks lose sync when entering/leaving a funnel.
I don't know of any other funnel tracks that are supposed to sync, besides possibly some custom music.
I just double-checked. I thought there were some others that were supposed to be sync'd but I guess not. You're right, only the Mel tracks (and custom tracks) are supposed to have the sync'd tracks.
The issue is that the main track is paused any time the player gets into the funnel and then unpaused when they get out. Proper behavior would be to have the main track continue to keep time but be silent while the funnel track plays. There is no possibility of any sync'd tracks the way it currently operates.
I noticed that in my later testing, that would be a problem on BEE2's end. The problem is that setting a sound to 0 volume pauses it instead of muting like you'd expect. What we might want to do is stop the main track entirely when entering the funnel, then start playing again from the correct time when leaving. And vice-versa for the funnel track.
What about setting the main track to 0.01 or 0.1 or the like in order to avoid the track actually stopping. Assuming that a sync'd funnel track is playing at the same time it probably would not even be audible.
For my method, Valve provides a pre-made operator stack to start a sound playing in sync with another, which I figured we could use. Your method might also work, that's what I did when recreating Celeste's starjump music at one point (which requires similar syncing), and it seems to work pretty well there.
Either way, both tracks need to be the same length for the syncing to work so we'll still need to edit the Mel funnel music.
I'll be using my own operator stack setup, they don't actually.
I thought that's what start_sync_to_entry was, does it do something else?
It does, but I'll be doing it with my own calculations probably so it can be fully synchronised and handle this funnel issue.
This is even more broken for me now, often when I get into a funnel it'll do that thing where all the audio goes silent and the game drops to <30FPS. For reference, this is happening in a recompiled version of one of my old maps using the exact same music as the published version, which does not have this issue. As usual, I'm on the geometry branch.
It even happens with the vanilla Excursion Funnel track. Something is very wrong with the soundscript.