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Timeline and beats callbacks #81
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Hi. At the same time, we weren't knowledgeable enough about both Godot and the FMOD API so I guess we were too safe about that. But now that I checking that code again, I feel like it was unecessary. I guess I can make the change to emit the signals immediately instead of caching them for the next _process() call but it would be the responsibility of the user to be sure that the functions called by the signals are thread-safe. For reference: Why is your opinion on that? |
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Hello! There is a little issue I wanna ask about. I'm subscribing on a Beat markers event, but because signals are fired only when _process in the game is called I'm getting a lag between an actual music beat and event. And that really troubles me. So the question - Is there some specific reason why signals are handled this way but not called right in the moment Fmod sends events?
Thanks!
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