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Question by Yapa · Mar 17, 2016 at 10:34 PM · audiolagrhythmlatency

Rhythm game input latency issue

Hi I am currently working on game prototype - where user should tap to rhythm

In my current approach I am stick to AudioSource frequency and timeSamples - all is fine for desktop - but on mobile I completely can't tap into the rhythm. I check if user tap in the right moment in OnMouseDown function.

As I understand this is due to input lag? How can I overcome this issue?

Audio set to decompress on load, also DSP Buffer Size is set to Best Latency.

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avatar image jebemti · Mar 17, 2016 at 10:36 PM 0
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Is just the audio delayed or is the hit registered late?

avatar image Yapa jebemti · Mar 18, 2016 at 09:52 AM 0
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Not sure completely - I change SpriteRenderer colour on music bit - for me It looks alright. $$anonymous$$ain issue that on mobile device I can't tap into the rhythm. For example: I have music with 120 BP$$anonymous$$ (Beats per $$anonymous$$ute) - so to tap into rhythm - I have to tap each 0.5 sec. Off course I cant get exactly at 0.5sec - so I am checking if my tap is close enough to current beat (+/- 0.125 for example). So when I run my build on desktop - I am getting close to beat at +/- 0.05 sec But on mobile it varies from device to device - on iPhone 5s - it will be +/- 0.1 sec On my old Galaxy Tab - +/- 0.3 sec

avatar image Lautaro-Arino · Feb 20, 2020 at 02:13 PM 0
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How did it go Yapa? Im curious to hear if you leard anything.

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