BGM loop delay in RMXP
#1
I've been getting back into the game making groove, and ran into a small issue with implementing BGM. Certain tracks seem to have a very noticeable delay before looping that isn't present in the audio if played in an external media player, meaning it's likely something with RMXP. All my audio files are MP3s, in case that's relevant. Anyone know if that's just an incurable quirk of RMXP or something I can fix?
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#2
I haven't had this issue personally with mp3 tracks.  I did some editing of a few movie tracks for some script demos, trimming areas where the ends did a nice merge without even hearing where I did the cut.  I didn't even fadeout/fadein the areas for a blend.

But I won't say it isn't an issue.   What you are encountering could be the result of a number of things, the bit rate or frequency in which it is recorded could be a factor.  When RPGMaker XP was released, no one recorded music in anything larger than 128-bit or 44,000Hrz.  Well, i know someone, but even so the human ear cannot tell the difference beyond certain hrz rates.

Even so, have you tried converting the music to Ogg Vorbis?  Its been considered a better format for streaming/looping.
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#3
(11-17-2024, 05:06 AM)DerVVulfman Wrote: I haven't had this issue personally with mp3 tracks.  I did some editing of a few movie tracks for some script demos, trimming areas where the ends did a nice merge without even hearing where I did the cut.  I didn't even fadeout/fadein the areas for a blend.

But I won't say it isn't an issue.   What you are encountering could be the result of a number of things, the bit rate or frequency in which it is recorded could be a factor.  When RPGMaker XP was released, no one recorded music in anything larger than 128-bit or 44,000Hrz.  Well, i know someone, but even so the human ear cannot tell the difference beyond certain hrz rates.

Even so, have you tried converting the music to Ogg Vorbis?  Its been considered a better format for streaming/looping.
I went ahead and tried it as a .ogg, nothing changed unfortunately, but I tried it as a .wav out of curiosity and that seems to have fixed it!
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