- Nov 20, 2018
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This is definitely true if you approach this the wrong way. Obviously, trying to time with a player's clicks is impossible and won't work. I never said the game should try to time music with a player's clicks. There's no way that could be done, as you say. But there apparently is still a way to handle music in the game much better, despite how long a player may take to click through.I am sorry, but you are confusing Ren'py with serious digital editing software like Final Cut (or even iMovie) where such coordination is possible. Although it is conceivably possible, having the kind of synchronization you suggest requires, at a minimum, much more precise control over how much time a scene is "up" on the monitor, which, if the player is clicking through, would be defeated.
There's
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on how to do all of the kinds of things I was meaning, and I've seen other games do it. All of the following suggestions are shown in the aforementioned documentation. Perhaps the documentation is not up-to-date? Based on what it says, it's possible to assign the initial volume level of music to be something other than maximum. You are supposedly also able to assign a song at the beginning of a scene, and you can both fade a song in and fade a song out. You can either tell Ren'Py to loop the song again during the scene, or you can have additional songs queued up for after the currently playing one ends. The documentation states also that you can fade out whatever music is currently playing at the end of a scene.Maybe these games used the methods described above?The few cases were I have seen music done really well are games where music is a big part of the game, like Melody and Being a D.I.K. Another notable exception is Acting Lessons, which manages to do pretty well with music.
Obviously. Don't get me wrong: I really like this game. But the handling of the music is often a miss, which apparently doesn't need to be the case.But if you dunna like it, do like you do, and turn the music down or off.