Hello, I’m using FMOD Studio to make a rhythm game (with very limited audio engineering knowledge). I’m attempting to make an audio offset feature so the player can adjust timing. The thing is, I’m not sure what the best practice for this is, and I haven’t found many resources on how to approach this.
Currently, I have it set up so the player’s input is affected by the offset. The issue with this though is the timeline callback events don’t get this offset. I have gameplay elements that happen to the beat, so an issue can happen if the player has a late offset. The player inputs after the beat, the offset moves it back, and the game will say the player’s timing is correct. But no action will happen because the beat will have passed already.
I was thinking if there was some way to offset the instrument/song’s start without changing the markers, but the loop regions might not match. Even if this isn’t a perfect solution, I’m still interested learning if it’s possible to do this. I tried looking for some guides on how to change the start specifically (offset can only be changed to start later, which works for early offsets, but not earlier, which is for late offsets), but came up short. Any pointers would be appreciated!
I’m pretty sure a solution for this exists though. Some researching showed that Crypt of the Necrodancer uses FMOD and has this feature and visual calibration.
Thank you!