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?
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Hi,
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
(Use GetTimelinePosition)
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?
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