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Ticks in a second?

 
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Nov 02, 2004 4:00 pm    Post subject: Ticks in a second? Reply with quote

I'm trying to match a scene in one of my games where the music matches the actions. But, I'm trying to get all this stuff in one song. So...

Could anyone tell me about how many ticks there are in one tick?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Nov 02, 2004 4:08 pm    Post subject: not precise unfortunately Reply with quote

On my system there are approximately 16 ticks in a second, but unfortunately the speed varies slightly from one computer to the next, so there can be more or less than 16.

Perfectly synchronizing plotscripting to BAM on all systems is an utter impossibility, sadly. BAM is played on a high precision timer. the rest of the game plays on a similar high precision timer, but has to fall back on a less precise timer on many (maybe most?) computers.

Sorry :(

Edit: fixed typo
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Wed Nov 03, 2004 8:56 am    Post subject: Reply with quote

Take into account what James said, but also remember that you'll have to carefully coordinate your animations with your tempo and run a million and one test runs just to fine-tune your ticks.

Personally, I think it's way much more trouble than it's worth, but good luck to you.
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St. Ajora
Bloody Angel




Joined: 29 Sep 2004
Posts: 98

PostPosted: Wed Nov 03, 2004 9:15 am    Post subject: Reply with quote

There are less painful ways to do it, including splitting songs to make cues more accurate. It really depends on how precise you need it to be.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Wed Nov 03, 2004 3:29 pm    Post subject: Reply with quote

Well, thanks for the help, I'll try to work something out.
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