foriero

No. All good. We want to create short piano like concerto that has to be synced to 2min music. Will then the audio in unity be in sync with spine animation? I mean if I take that same audio and play it in unity via audiosource? Do I need to do some extra unity syncing? Or updating skeletonanimation by audio.time?
foriero
Posts: 168

Nate

If you update your animation using wall time (frame to frame time) it may not sync perfectly with the audio. This is mostly only noticeable for longer audio, which is how I'd classify 2 minutes of audio. In that case it's best to update the animation using the audio time, which will keep it perfectly in sync. If you only had short sound effects you probably wouldn't care to bother.
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Nate

Nate
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foriero

Please ETA on 3.7?
foriero
Posts: 168

Nate

Sorry, we are behind where we'd like to be. The holidays robbed some time, but mostly other things have come up (urgent bugs, support, some very annoying website needs, minor 3.7 features). We've nearly cleared our plates of that junk, leaving a few important 3.6 bugs that need addressing and to finish off audio support. I have plans to see family (I live across the pond) for 2 weeks starting in 4 weeks, which unfortunately could mean another delay. I'd love to say 3.7 can be done before that time and that is what we are shooting for, but I can't say for sure. Worst case it should be done early March.

Do you have a dependency on 3.7? Is there something specific blocking you from using it as is? Remember the audio doesn't have a runtime component -- the audio events are just normal events that application code needs to use to play audio. Syncing is also done by application code updating the animations using the audio clock.
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Nate

Nate
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