we’re making a rhythm heavy game. a beat queue has been built in so actions that the player makes will queue in to the beat queue and fire on 4ths, 8ths, 16ths, etc. very fun!
there is inherent latency with our process because fmod is telling unity the bpm and when each bar/beat occurs to keep it in time and when a reactive action happens, we go through this process:
beat happens -> react in unity -> start one shot -> couple ms latency that is noticeable -> one shot plays
with time heavy stuff, this is important. our current workaround is setting in unity the event to look ahead by 5 frames. after the process it near enough hits it on time.
my questions are: is there a better way around this? is there a way to reduce the latency? would reducing the dsp buffer size help? (that’s a last resort though)
any thoughts and help would be greatly appreciated.