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improved conductor time updating in playstate #2405
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is this why things feel slightly delayed but the input feels fine? if so this should be merged fast |
i don't think if there are any issues with delayed visuals, but if so then they are on your end, there is an option in the game to set the offsets for visuals so maybe you have set them to a wrong value but about this pr, it uses the elapsed time between game frames instead of the sound time which is very inconsistent (i don't know how sound time from lime/flixel gets updated so don't take my words lol) |
would you be able to make a short before/after demo video of differences? |
it's probably not noticeable here because obs may have done something with the framerate and i don't want to configure it twice but here are the recorded clips before.-.Trim.mp4pr.-.Trim.mp4 |
my obs records at my actual monitor refresh rate, and I'm playing a song with a higher scroll speed so it should be more noticeable here before-1.mp4after-1.mp4I've got no other changes to my build besides this pr (in fact it's still 0.3.2) |
in public function play(ForceRestart:Bool = false, StartTime:Float = 0.0, ?EndTime:Float):FlxSound
{
if (!exists)
return this;
if (ForceRestart)
cleanup(false, true);
else if (playing) // Already playing sound
return this;
if (_paused) // here, it just uses StartTime when the sound is not paused
resume();
else
startSound(StartTime);
endTime = EndTime;
return this;
} (+ please we need this to get merged, its awesome) |
We looked at this and can't really see the difference here, and the way this changes the Conductor to be no longer based on the FlxSound object makes me concerned about desyncing the song. Rejected. |
The problem of using music time is visible in higher refresh rates, in 165hz or even 144hz I can clearly notice a difference, it's so much smoother. Probably this wasn't the best implementation but should get changed so |
this pr should make note movement smoother on screens that have a higher refreshing rate than 60FPS