timeline playback speed slows down in complicated scene
When the gameplay meter starts to reach a certain point, Timelines will no longer play at the right speed. All audio plays at the correct speed, but the pointer for the timeline is slow. So, when I try to splice or combine sound effects and music, it doesn't play in the scene properly. The music would already be done. I've attached a video showing a second counter and how the seconds change when the scene becomes too large. Here's the Youtube link if the file didn't work.
Thanks for reading
Jon Wagner commented
@ TAPgiles thank you, that helped
Okay, so a few things that should help explain what is happening here...
First, thermo doesn't directly impact performance. Only "stuff that is being processed right now" affects performance. So if you were to power off that group that you imported it would use the same thermo but not impact performance and so not impact the timeline.
Timeline playback is affected by the logic processing framerate. But there is a "ignore framerate" switch in the tweak menu which will let it play at normal speed even if there are performance issues.
The position through a sound sample/slice/recording is not tied to the playhead position of the timeline. Sounds are played in a different processing "thread" and so are generally unaffected by logic performance slow-down. The duration on the timeline is effectively just "power the gadget while the playhead as at these points." So if the playhead moves slower then it will be over that recording longer and so play through more of the sample. If you want to ensure it never plays beyond a certain point in the recording, edit the slice in the slice mapper view (open the sound gadget with L1 + X, click on the slice mapper view in the top-right).
To summarise, what I think is happening in that video is:
- Performance is lower and logic framerate is slower, caused by all the stuff that's going on in the object you imported.
- The timeline (likely) doesn't have "ignore framerate" turned on, so the playhead speed is tied to the logic framerate of the scene, and so it goes through the timeline slower.
- The recording is allowed to play while the playhead is at certain points in the timeline. As the playhead takes longer to go through those points, the recording keeps playing for longer.
So while it may seem like buggy behaviour, I think it's more like a perfect storm of factors of how the engine works.