Skip to main content
Known Participant
June 23, 2017
Question

MacBook Pro v. MacBook - FPS and Voice Sync Problems

  • June 23, 2017
  • 2 replies
  • 1301 views

Hi all:

I started my animation project on my 12" MacBook and am finishing it on my brand new 2017 MacBook Pro. All the layers, including sound layers, are where they are supposed to be. When I was on my MacBook (non-Pro) it was only rendering at 9 FPS, despite being set to 30, but in either case, the fully rendered version, exported to a .mov file was fine and ran at 30 FPS. Now that I am using my MacBook Pro and it runs and renders at 30 FPS, the sound does not sync with the video.

As I said, all the frames are where they were and should be in the presentation. Still renders fine on my macBook. But when I use my MacBook Pro, the video renders perfectly. The sound is wayyyyyyy ahead of where it is supposed to be though and outpaces the frames.

Any ideas?

Thx.

    This topic has been closed for replies.

    2 replies

    Community Expert
    June 24, 2017

    so yes this a normal problem. Your new computer is VERY Fast so it can easily redraw all the graphics in your animation.

    The way around this is to Stream your audio, except this is not supported in WebGL and HTML5 Canvas Documents.

    Colin Holgate seemed to have a solution that worked! ... check it out!

    Animate CC (HTML5 Canvas) timeline is not syncing with audio

    hope that helps!
    mark

    headTrix, Inc. | Adobe Certified Training & Consulting
    Colin Holgate
    Inspiring
    June 24, 2017

    That solution is for HTML5 Canvas, and if you're animating for video you would want to be using AS3 anyway.

    Assuming the FLA is AS3 the sound should be set to Stream, and then scrubbing the timeline should play the right animation to go with the audio at that point. If the audio was set to Event, and was working ok when playing in the timeline on the slower machine, I would expect the exported MOV to have bad sync, that would match what you get in the timeline on the faster machine.

    JJW83Author
    Known Participant
    June 24, 2017

    AS3 if ActionScript 3, and it's one of the types of FLA you can have. You should use uncompressed WAV if possible, that way the sound quality remains good. If you do still have the WAV versions, import those and replace the MP3s.

    The way Animate is able to record a frame of video at a time, as opposed to real time screen recording, is using QuickTime features. That's why it goes via MOV. If you are going to take the animation into Premiere or After Effects, to combine it with something else before rendering a final video, then stop at the MOV stage. Don't send it to Adobe Media Encoder. The MOV will be a lot bigger file size, but at least it's perfect quality.

    Speaking of quality, in the Publish Settings change the two audio options to be Raw, 44.1 kHz, 16 bit Stereo, instead of MP3. Also, if you put this line of code in frame 1 of the timeline (in the Actions panel), it will make your animation look better:

    stage.quality = "best";


    I think I have it as HTML canvas. I didn't think it mattered because I didn't intend to publish it on a website. I just have a school project due, requiring a video, on Sunday and decided to do an animation. I pursued Animate because I released I could export the finished product to a youtube-standard format... i.e., .mp4.

    The audio is all .wav with the settings suggested, though should I have it set to stream?

    Ultimately, I can export it on my 12" MacBook. I just may not if I continue using my MacBook Pro for additional edits.

    The thing is it plays correctly when scrubbing or playing from the timeline but even the test of the .swf file does not sync.

    Asymetrical
    Inspiring
    June 23, 2017

    This may or may not help... I learned this trick from my friend Colin Holgate

    If you take a silent bit of audio the length of your film, the audio will stay in sync.

    JJW83Author
    Known Participant
    June 23, 2017

    Yea, that's why I'm holding off on the background music. The problem is, it's a speech that is synced with an animated character.

    It's the difference between this:
    W4Solutions 1 - YouTube

    (The static at the beginning wasn't intended to go on that long, but it did only because I hadn't finished the levels. The static is working now)

    And this:

    W4Solutions 1 - YouTube

    The car horns going off while she is talking and the fact she starts talking early is something that began when rendering on my MacBook Pro.

    The project is set to render at 30 FPS, it's just the 12" MacBook couldn't play it at authorship time that quickly. When rendering it as a .mov or encoded as an .mp4, it played fine. Now that its playing at runtime at 30 FPS, it's not syncing. The sound is just running way before the rest of the frames when they're where they should be.

    I suppose I could try reinserting the sound with my MacBook Pro and see whether it spread the audio over the duration the 12" MacBook could render it at authorship time is the problem, but it shouldn't matter because once it's a .mov or mp4, frame rate is universal.