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Question by Firedan1176 · Nov 01, 2015 at 11:25 PM · updatemusicsynchronization

Music composing in Unity?

I'd like to make a music composing app. Well, not necessarily music, but drums. Yes, I know Unity wouldn't really be the best option, but I'd like to use it. Now my question is, what's the best way to play this music? If I have 3 sounds (hi-hat, snare, kick) and get user input and somehow save that input into a dictionary or something that has the delayed amount, etc., what can I do to ensure that it plays this sound right in time, and not like a 1/32 late/early?

Now as far as I know, I only really need 1 AudioListener per sound, and then use PlayOneShot, so that they can overlap. But I want to make sure that the kick and hi-hat play right on the same frame for example, instead of the possibility of there being some error every now and then, and the kick would play the next frame for example. It may be such a small difference that it isn't too noticeable, but I want it to be accurate.

Thanks.

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avatar image meat5000 ♦ · Nov 02, 2015 at 12:04 AM 0
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You need to queue them up using the finer functions of the Audio module. There is quite a bit of info on this.

https://www.google.co.uk/search?q=unity+beat+game&ie=utf-8&oe=utf-8&gws_rd=cr&ei=$$anonymous$$qc2VuTsAsaAU4T1oZg$$anonymous$$#q=unity+audio+beat+game

https://bitbucket.org/Unity-Technologies/audiodemos

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