Spielerando

Trigger sounds and effects at exact moments, even when a frame is slow

Footsteps, sword swooshes and fireworks tied to moments in an animation either get skipped when the game hiccups or play twice. Here is how to make every marker go off exactly once, in order, including in animations that repeat.

Why this works

A frame is not a moment but a stretch of time, and an event belongs to exactly one stretch. Asking whether the event fell inside the stretch just passed catches it once, however long the stretch was, while asking whether time has reached it fires it again every frame.

When not to use it

Don't use it when an effect must follow what is happening on screen, not the clock, such as a footstep sound that should match the moment of touching the ground, or when the order of events depends on the player. Use the events of the game itself.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Trigger sounds and effects at exact moments, even when a frame is slow" (read_entry timeline-events-fire-once-even-on-a-long-frame) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP