Audio playback rate

On the subject of making web-based rhythm games, I was wondering if Audio is played at the expected rate, irrespective of the fps the game is getting ?

In other words, if the game runs slower or faster on various machines, is the audio guaranteed to play at the normal expected rate that it should, across all the machines ?

Any pointers to documentation or Unity architecture is appreciated. Thanks!!

The alternative is wavering pitch. I have never heard that in Unity unless I told it to happen! :shock:

cool, thanks Jessy!

Are you solved?

yess, that helped and I haven’t run into wavering pitches yet. Thanks again!