I am doing a 3:30 second animation that I need to pass in parameters from the URL. To do so, I am using an Animate - HTML5 Canvas file to enable me to have it interactive. Since you can't stream audio in a Canvas file, I am running my audio as an external <audio> file and controlling it (play/pause/mute) from inside the Canvas. One thing I have noticed is that the timeline doesn't sync 1:1 with the audio. The longer it runs, the more obvious it is that the Canvas timeline plays faster than the audio file. By the end of my 3:30 animation, the Animate Canvas file is about 3-4 seconds ahead of the audio. I have timed my audio playback to the original audio file and it is dead on accurate, so it's not playing slowly. Has anyone else had the same issue? My questions are: Does the set frame rate impact the timeline export? For instance, right now I am at 24 fps. If I change it to 30 or 60, would that make it export more accurately to the right frames per second? To clarify, I know that increasing the frame rate to 30 or 60 from 24 would mean that it would play faster and that I would need to adjust the length. That's not my question. My file is currently at 5040 frames, which at 24 fps equals 3:30, but it finishes playing in about 2:25 seconds. If frame rate doesn't impact it, why does the timeline in Animate output to Canvas inaccurately? Is there a better way to manage the audio narration? Triggering events and managing that for play/pause seems overkill, especially since my setup actually works really well. I just see the syncing issue (which I can adjust, but would rather have the timeline shown in Animate be accurate to the output. Please let me know the reason the timeline in Adobe does not translate 1:1 to the actual playback timeline in Canvas.
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