TimeSynth not in sync in packaged game

Hi Dan,

I’ve since gone back to using the old engine and just having a piece of music play in the background. My goal before was that each enemy you face you would have a leit motif that would trigger as they were bought in to play.

That said, I can answer a few of your questions.

  1. I replaced the 96 bar sample with an 8 bar loop and the effect was the same so we can rule that out.

  2. I’m building for VR and the game (in editor at least) is taking under the golden 11ms per frame so performance seems good.

  3. all arrays and get all of class nodes are triggered once at start of play and never during play.

  4. the entire level is under 100k pollys.

  5. while running there’s never more than 30 draw calls

  6. there are only 2 lights (no dynamic shadows).

  7. Tick is activated and deactivated for each element as required so there’s never more than 15 objects using it.

  8. only 4 elements in the game are spawned. most exist perpetually and are un-hidden and moved in to position from a pool during play.

So optimization wise everything should be tickety-boo, I get the feeling personally that maybe i’ve not set up the gameengine.ini file correctly and the new engine is simply not being used.

As I said I’ve gone back to using the old engine but would happily do the following 2 things…

  1. Re-make the changes to the .ini file and send it over so you can verify that it is correct and should be working/using the new engine.

  2. Assuming all is good with step one, add the time synth elements back in to game and send over a zipped version of it for you to examine yourself.

I appreciate that you are no doubt incredibly busy and am happy using the old engine for now should the above seem too time consuming.

Thanks again for your time Dan, I really do appreciate your getting back to me and your efforts in helping me trouble shoot the problem.

Kind regards,

Dave