Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Zarlang · Feb 01, 2012 at 10:57 PM · timerdeltatime

timer, corutines, constant deltaTime, metronome like

I'm stuck with a simple metronome...

Let's say I want to play a sound 5 times per second, with time btw notes being constant. Again, just like a metronome. so I tried this code:

  void LateUpdate()
  {
      dt_sum += Time.fixedDeltaTime;
      time_btw_notes = 60f / 300f;
      if (dt_sum >= time_btw_notes)
      {
          snare.audio.Play();
          dt_sum -= time_btw_notes;
      }
  }
 

It works well at 150fps: constant sound real life time distance. But then I add a super particle system to drop fps to less than 30 and distance btw sounds is no longer constant.

I've tried with corutines too:

 void Start()
 {
     StartCoroutine(WaitAndPrint(0.2F));
 }

 IEnumerator WaitAndPrint(float waitTime)
 {
     while (true)
     {
         snare.audio.Play();
         yield return new WaitForSeconds(waitTime);
     }
 }

Same problem...

Is there a way to fix this, threads? I've read somewhere no Unity functions can be called in a plain c# thread... Also heard somewhere I can make LateUpdate() to be called as much often as I want but it would also process physics...

Any ideas? Thanks

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Bunny83 · Feb 01, 2012 at 11:01 PM

You have mixed up a few things, LateUpdate is just like Update but it is called after all Updates. Time.fixedDeltaTime belongs to FixedUpdate() and shouldn't be used anywhere else. Also you shouldn't even use fixedDeltaTime for time corrections in FixedUpdate. Just use Time.deltaTime. It returns always the correct delta depending on from which callback you read it.

edit
You can also use InvokeRepeating which seems to be very accurate and has minimal overhead.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Zarlang · Feb 02, 2012 at 07:30 AM 0
Share

First, thanks. InvokeRepeating works better, but still isn't what I was expecting. I used

 void Start()
 {
     InvokeRepeating("LaunchProjectile", 2, 0.2F);
 }

 void LaunchProjectile()
 {
     snare.audio.Play();
 }
 

I'm testing now with the normal Update and normal deltaTime but using:

 Application.targetFrameRate = 30;

Work's as expected so I guess an audio.Play delay isn't the problem... Any other ideas? I'm making a test app to see some results graphically.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

C# Digital Timer 2 Answers

If "equals" doesnt work. 3 Answers

countdown timer acivation 1 Answer

Unity hand-made timer doesnt work? 1 Answer

Use timer to remove text 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges