Hello , first of all do not speak English and this is translated with " Google Translator" .
My intention was to create a kind guitar hero game, there are several versions for PC , either , frets on fire , Phase shift , among others.
I have the progress of reading notes , because the notes are entered on a .midi , so what I did was to parse XML and already have the list of all notes with TimeStamp is in milliseconds and note color .
I do not know , it’s like placing them on the screen, the speed of 480BPM notes are therefore My questions: How could happen that speed Unity , that the note to move at that speed ?
Second: How to locate the notes if you have them save and have their value in milliseconds ?
Attentive to your comments and thank you very much
So I can’t answer all of this, but I can maybe help provide some direction.
I’m a musician myself, so I’m not totally sure what you could possibly be doing at 480 BPM. Techno is considered at 140 BPM. BPM stands for beats per minute. That means that you are going to be kicking that kick drum 8 times per second. Not impossible, but highly unlikely that you REALLY want to be working at 480 BPM.
Chalk it up to bad google translation, but do you mean that you are EXPECTING it to take longer to play the notes? What I suspect you are looking for is the Fixed Time Step interval or just Time Scale (Edit → Project Settings → Time). You will see that by default, the Time Step is set to 0.02. This means that the FixedUpdate will fire (and this is confusing to me, so I’m likely wrong) every 0.02 Time units (which can be scaled with the time scale).
Soooooo, regardless of my description of FixedUpdate Time Step, most likely what is happening is that you are EXPECTING a delay in the code when processing the notes and placing the markers/object on screen, but it all happens at the “rate of time” you set here. If you want to SLOW the processing, you can either:
- Adjust the TimeScale to where you find it works properly (this can be done on the fly for each song/level)
OR
- Use and IEnumerator and invoke the yield return break functionality, which will pause the processing of your IEnumerator, and release control back to the calling method. So it’s essentially an “endless loop” that isn’t really endless. That’s a pretty basic explanation of an IEnumerator, but you can google it to find more.
As for your second question, I don’t think I can help, but I also think you are going to need to be way more descriptive of your problem.
Hope that helps
Adam