I’m trying to synchronize some gameplay events to the beat of a song. I can retrieve the BPM of the event that is currently playing, but for testing and ease of use I need to set various loop regions in the song, meaning the duration of the event does not match the actual duration in practice.
I would be able to account for this if I could either retrieve the loop region somehow, or if I could find the total playtime of the event.
getTimelinePosition isn’t viable because it will reset as the loop region loops.
I could count time myself or possibly detect the looping by looking at the position in the callback and maintaining my own loop counter, but since the length and position of the loop will change, this seems brittle.