I'd like to make a suggestion that might help salve the issue of maps loading ahead of the BGM: Give us an option to delay map start until the BGM is loaded if the track doesn't match the one presently playing.
This doesn't resolve the issue that comes from attempting to switch the BGM mid-scene but it does help smooth over a very rough edge which I'm running in to all the time.
Additionally, I'd love it if RMMV provided a 'desktop mode' for the caching/loading of resources. I have a fairly fast SSD (Samsung 850 Pro) and it still can't load the music files quick enough to keep up with the game.
I'm assuming that's because it's running a simulated download on the files (with, I don't know, a large 'ping' pillow ahead of it?) - I'd like the option to skip that step for my desktop distributables since I presume 99.9% of the people playing it won't be playing it through a local network but rather on the desktop/rig itself. :p
But yeah if my 850 Pro can't load those files fast enough, nobody's going to get audio without delays. I can load a music file on my SSD faster than my internet connection pings my ISP (~15ms) so it shouldn't have hardly any noticeable lag on the HW side. My CPU, meanwhile, is no slouch either. Overall, I'm perplexed as to why it's getting any delay at all - there's nothing HW side or SW side I can see which justifies it beyond RMMV itself. This rig was built to develop next-generation 3D VR games and up/downstream large files in real time - it should certainly be able to handle RMMV! If turning the network emulation off (if it is indeed network emulation) is impossible, then may we at least gain the option to have it load all the assets at game start so that they're already cached into memory? It's a bit of a nuclear option but nonetheless I'd really enjoy not having a forced delay which is longer than what my own HW/SW would create.
Anyway, it harms my confidence in the software if my developer rig can't keep up with it - what am I to assume my audience will experience if my own experience is choppy despite being hilariously above the system reqs?
I know, I know. This is still a software in development - I'm just airing my concerns and hoping they won't be an issue by the time it launches in Japan. If they're still in by then I can't imagine ever using MV for a serious commercial project from that point forward since it shuts out my primary target market (Desktop, Offline, PC).