hello. I am developing a rhythm game with Unity and FMOD, and it seems that the larger the DSPBUFFERSIZE, the longer the interval between GetPosition calls. Is there any way to solve this?
What version of the FMOD Integration are you using?
Unfortunately, I was not able to reproduce the issue with a simple test. Could you elaborate on how you are testing the duration/noticing the difference?
I use version 2.02.19,
SetDspBufferSize(2048,4) => Time taken to retrieve timeline: approximately 40ms
SetDspBufferSize(64,4) => Time taken to retrieve timeline: approximately 20ms
I am setting the note position in proportion to the song playback time, but if I set the buffer size high, it takes more time to get the timeline time accurately, so the notes appear to be broken and moving.
Is there a way to accurately and quickly find out the time of the timeline, i.e. the current playback time?