💡FAQ

Real life FAQ scenario!

Q: Does your system use "AudioSettings.dspTime" for synchronization?

A: Yes

Q: How do you store the generated/imported beat maps? If they are human-readable in a text editor, I may be able to fashion together my own sequencing method.

A: The beat map is in a Unity ScriptableObject - namely SongItem

Q: As for the built-in sequencer, my use case is going to be relatively simple and I will be using many repeating patterns/groups of notes. In this case, the most time-saving thing would perhaps be a copy/paste for predefined patterns of notes.

A: Sadly the sequence editor doesn't have any copy-paste function now, and it's suggested to better any DAW (e.g. FL studio) for full-fledged sequence editing, but it's possible to programmatically generate the sequence on the fly if you know how to code.

Q: The demo appears to be very forgiving for early or late notes, is there a tolerance setting?

A: The system uses unity's normal physic collider for note detection, can simply tweak the size of the trigger to have a stricter behavior.

Q: Would there be a way to offset the score value of each note depending on how accurately the note was hit? (I see this may be the Stat System)

A: The stats system lets you set the score percentage of each hit level, which also you can edit the code to any specific calculation you want.

Q: Is there an option to offset the song track if there is empty space at the beginning?

A: There isn't a way out of the box, there's a delay option, but it will delay both the sequence and the song, but if you're using midi editor, you can probably delay the sequence first, or edit the codebase to have another delay option for the sequence.

Q: Can the system be adapted to 3D objects instead of 2D sprites notes?

A: The system originally designed to support both 3d and 2d, that's why I used 3d trigger for everything, but if you intended to use 3d, you need to specifically care about the long note type, which you will have to handle the size of 3d long note yourself, also might have other unexpected error, due to really haven't tested with 3d.

Q: I encountered audio stretching and delay when editing with sequencer and playing in the editor

A: You may want to temporarily switch the DSP buffer size to 'Default' or 'Good Latency' which will give you stable audio output in your development machine, but the sync might not be accurate enough, and upon building to the target device, switch back the DSP buffer size to 'Best Latency' for better sync, more on unity's DSP buffer size.

Q: I encountered huge audio delay when playing in the editor even with 'Best Latency' settings.

You may be using a Bluetooth speaker, consider using a wired speaker with your development device, or you can configure hitOffset in the TrackManager which can make up delay in the editor, and upon building to the target device, switch back to the original hitOffset , in most case scenarios, you may want to provide your custom UI for players to fine-tune the hitOffset.

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