I am writing a game using CreateJS and using CocoonJS to distribute. Within CocoonJS API are a couple of listener functions that allow callbacks when pausing and resuming of the game. The game's timer and (time-based) animations are driven by the Ticker event's "delta" property. The issue that I am having at the moment is, on resuming the game following on from pausing it, the timer will pick up from the time at which it paused plus the time spent whilst paused. For example, I pause the game after 20 seconds for exactly 4 seconds, on resuming the game the timer will carry on from 24 seconds (not 20 seconds, which is intended). I've tried storing the ticker event's "runTime" property before pausing and attempting to then set the ticker event's "runTime" to this stored value on resume, but this doesn't work.
A snippet of my original code (before tinkering) is like the following:
createjs.Ticker.setFPS(60);
createjs.Ticker.on("tick", onTick, this);
Cocoon.App.on("activated", function() {
console.log("---[[[[[ APP RESUMING ]]]]]---");
createjs.Ticker.paused = false;
});
Cocoon.App.on("suspending", function() {
console.log("---[[[[[ APP PAUSING ]]]]]---");
createjs.Ticker.paused = true;
});
onTick = function (e) {
if (!e.paused) {
animateUsingTicker(e.deltaTime);
countDownTimerUsingTicker(e.deltaTime);
//etc...
stage.update();
}
};
Can someone please assist me on this?
Many thanks
One really easy way to deal with this is to use Timer.maxDelta. For example, if you are targeting 60fps, you could set this to something like 32ms (double the expected delta), to prevent getting huge values back when resuming an app/game.
Related
I'm developing a video app, using video_player package. I want to repeat the videos n times. I'm doing this by adding listener and when video reaches the end, if the current repetition is not equal to the N, I simply call the _videoPlayerController.seekTo(Duration.zero), it works as expected in iOS, but in Android it takes some time to play it again, because of the buffer I guess. I have some logs. When I call the seekTo, first log is:
D/AudioTrack(26148): stop(59): called with 194560 frames delivered
After some time(3-4 seconds) the other logs come and video plays after these logs:
D/AudioTrack(26148): getTimestamp_l(60): device stall time corrected using current time 21442303047753
D/AudioTrack(26148): getTimestamp_l(60): stale timestamp time corrected, currentTimeNanos: 21440694441753 < limitNs: 21442169902753 < mStartNs: 21442230902753
W/AudioTrack(26148): getTimestamp_l(60): retrograde timestamp time corrected, 21442169902753 < 21442303047753
I'm not sure the problem in here is the buffering but if so, is there anyway to prevent buffering while using seekTo in android or is there any other way to achieve this functionality?
I'm thinking this problem come from the initial thread so if you call your first seek initial code in did dependencies method or you can try to wrap initial code to addpostframe call back with binding.
WidgetsBinding.instance?.addPostFrameCallback((timeStamp) {
_playController(index: 0, durationInSeconds: 5);
});
or try to call didChangeDepencies after the initState initialize.
#override
void didChangeDependencies() {
super.didChangeDependencies();
}
I've been playing around with Flutter and trying to get it so I can record the front facing camera (using the camera plugin [https://pub.dev/packages/camera]) as well as playing a video to the user (using the video_player plugin [https://pub.dev/packages/video_player]).
Next I use ffmpeg to horizontally stack the videos together. This all works fine but when I play back the final output there is a slight delay when listening to the audio. I'm calling Future.wait([cameraController.startVideoRecording(filePath), videoController.play()]); but there is a slight delay in these tasks actually starting. I don't even need them to fire at the exact same time (which I'm realising is probably impossible), instead if I knew exactly when each of the tasks begun then I can use the time difference to sync the audio using ffmpeg or similar.
I've tried adding a listener on the videoController to see when isPlaying first returns true, and also watching the output directory for when the recorded video appears on the filesystem:
listener = () {
if (videoController.value.isPlaying) {
isPlaying = DateTime.now().microsecondsSinceEpoch;
log('isPlaying '+isPlaying.toString());
}
videoController.removeListener(listener);
};
videoController.addListener(listener);
var watcher = DirectoryWatcher('${extDir.path}/');
watcher.events.listen((event) {
if (event.type == ChangeType.ADD) {
fileAdded = DateTime.now().microsecondsSinceEpoch;
log('added '+fileAdded.toString());
}
});
Then likewise for checking if the camera is recording:
var listener;
listener = () {
if (cameraController.value.isRecordingVideo) {
log('isRecordingVideo '+DateTime.now().microsecondsSinceEpoch.toString());
//cameraController.removeListener(listener);
}
};
cameraController.addListener(listener);
This results in (for example) the following order and microseconds for each event:
is playing: 1606478994797247
is recording: 1606478995492889 (695642 microseconds later)
added: 1606478995839676 (346787 microseconds later)
However, when I play back the video the syncing is off by approx 0.152 seconds so doesn't marry up to the time differences reported above.
Does anyone have any idea how I could accomplish near perfect syncing when combining 2 videos? Thanks.
I am having a simple game with a player, a moving background and moving walls, kinda like flappy bird. My player is able to collect a powerUp. It is transforming after and put into a special level.
I want this level to run for like 10 seconds and then call a backtransformation.
Currently I am using a timer which just calls the backtransformation after 10 seconds. I am having trouble now when the player pauses the game, the timer is still running.
--> what I found on stackoverflow is that you can't resume a timer, you can just invalidate and restart it. This would miss my target, otherwise the player pauses the game every 9 seconds and can stay in the super Level forever.
Do you guys have any idea how I can solve my problem or like an alternative to use Timers in my code?
I appreciate any help
Edit: Here is how I simply used the timer
// transform and go into super level added here
self.transform()
timer = Timer.scheduledTimer(withTimeInterval:10, repeats: false) {
timer in
self.backtransform()
}
When you start the timer record the current time as a Double using
let start = Date().timeIntervalSinceReferenceDate
var remaining = 10.0
When the user pauses the timer, calculate the amount of time that has passed with:
let elapsed = Date().timeIntervalSinceReferenceDate - start
And the amount of remaining time for your timer:
remaining -= elapsed
If the user resumes the timer, set it to remaining, not 10 seconds.
I have a program that uses a file player audio unit to play, pause and stop a audio file. The way I am accomplishing this is by initializing the file player audio unit to play the file at position zero and then when the user presses the pause button, I stop the AUGraph, capture the current position, and then use that position as the start position when the user presses the play button. Everything is working as it should, but every 3 or 4 times I hit pause and then play, the song starts playing a half to a full second BEFORE the point where I hit pause.
I can't figure out why this is happening, do any of you have any thoughts? here is a simplified version of my code.
//initialize AUGraph and File player Audio unit
...
...
...
//Start AUGraph
...
...
...
// pause playback
- (void) pauseAUGraph {
//first stop the AuGrpah
result = AUGraphStop (processingGraph);
// get current play head position
AudioTimeStamp ts;
UInt32 size = sizeof(ts);
result = AudioUnitGetProperty(filePlayerUnit,
kAudioUnitProperty_CurrentPlayTime, kAudioUnitScope_Global, 0, &ts,
&size);
//save our play head position for use later
//must add it to itself to take care of multiple presses of the pause button
sampleFrameSavedPosition = sampleFrameSavedPosition + ts.mSampleTime;
//this stops the file player unit from playing
AudioUnitReset(filePlayerUnit, kAudioUnitScope_Global, 0);
NSLog (#"AudioUnitReset - stopped file player from playing");
//all done
}
// Stop playback
- (void) stopAUGraph {
// lets set the play head to zero, so that when we restart, we restart at the beginning of the file.
sampleFrameSavedPosition = 0;
//ok now that we saved the current pleayhead position, lets stop the AUGraph
result = AUGraphStop (processingGraph);
}
May be you should use packet counts instead of timestamps, since you just want to pause and play the music, not display the time information.
See BufferedAudioPlayer for an example of using this method.
It may be due to rounding problems with your code:
For example, if every time you hit the pause button, your timer would record at a 0.5/4 seconds before your actual pause time, you would still see a desired result. But after repeating for four more times, the amount of space you have created is 0.5/4 times 4 which is the half of a second you seem to be experiencing.
Thus, I would pay careful attention to the object types you are using and make sure they don't round inappropriately. Try using a double float for your sample times to try to alleviate that problem!
Hope this is clear and helpful! :)
I have problem with setTimeout.
In all major browsers it works fine but not in IE...
I'm creating a facebook app- puzzle. When player press Start button, the timer starts count his time of playing one game.
At the beginning I used setInterval to increase timer but with cooperate of facebook scripts it delayed about 2 seconds at the end of game. Then I found on stackoverflow trick to increase accuracy of timer: setInterval timing slowly drifts away from staying accurate
And again- without facebook it worked fine, no delays were shown. With facebook it still has delays.
Now to condensate info that might interest You:
When user clicks Start then I create new Date as startTime.
When user ends game script creates finalTime new Date, then substract finalTime - startTime.
In code there is setTimeout:
(...)
f : function() {
var sec_time = Math.floor((puzzle.nextAt - puzzle.startTime)/1000);
$('.timer').html(sec_time);
if (!puzzle.startTime) {
puzzle.startTime = new Date().getTime();
puzzle.nextAt = puzzle.startTime;
$('.timer').html('0');
}
puzzle.nextAt += 100;
puzzle.to = setTimeout(puzzle.f, puzzle.nextAt - new Date().getTime());
}
(...)
when user place on correct place last puzzle piece then I call clearTimeout(puzzle.to);
I have now 2 issues:
not accurate time, in IE it can be even 7 second difference!
in IE during game it works only when user have mousedown... :/
To drag puzzles I use jQuery drag & drop plugin.
At least very helpful info will be how to achieve accurate timer.
You should put your scripts in jQuery's ready function and not at the bottom of the page, as the Facebook SDK is loaded asynchronously and may impact timed executions if they're initiated at the bottom of the page.
As for timing, you're gonna see inaccuracy of between 15ms and 45ms in IE7 depending on other JS executions on the page. Your 100ms timeout will drift badly because of this. Better to record a start time and build a timer with a higher polling frequency than needed and do a comparison between start time and 'now' in each cycle to determine what to do next.