![]() The MIDI Converter uses the audio file's sample rate to convert from time-in-seconds to time-in-samples. On the other hand, if the resulting events do not properly line up with the audio playback, then please verify that the Koreography used during conversion has an audio file with the same Sample Rate as the file needed during playback. If the resulting events are properly lined up with the audio playback and it is only the beat grid that's an issue (or events relying upon the beat-time APIs), please open the Koreography file containing the converted events in the Koreography Editor and adjust the tempo there. Question for Clarification: When you say the events do not line up correctly, is this with the beat grid in the Koreography Editor or that they do not line up with the corresponding events in the audio during playback? Note 2: The Span event option is probably the better of the two because it is easier to simply "draw" the timing information (the event) into the Koreography, rather than calculate the value and store it manually in a Payload.Ĭlick to expand.(You can grab this value from the Koreography object or hard-code it if you know what the Sample Rate value!) To convert the Samples to Seconds, you divide the Sample time but the Sample Rate of the audio. Note 1: The "time" of each event is reported in Samples.You will get a callback every frame that the audio is playing silence (handling the callback is up to you!). With a span event, you would simply subtract the end time from the start time to get the event duration, in case you need to pass this information to another system. When you get an event callback for an event you can always ask what the start and end time of the event is (they are identical for OneOff events). Span Event: Add a Span event that covers the length of the AudioClip.You could add a Float Payload that has the amount of time the silence lasts and you could track that yourself! OneOff Event: Add a OneOff event at the beginning of the silent section of the AudioClip.(Design/Editor, rather than with runtime analysis, which Koreographer does not support.) With Koreographer you would add an event to a KoreographyTrack (with ID "silence", for example) at the time the silence begins in the AudioClip. Others have done that very thing great success!Ĭlick to expand.Precompile time. Feel free to start with the Rhythm Game Demo that's included in Koreographer. In short, I'd recommend using either approach #1 or #2. You can also implement a system like #1 and #2 above by converting all your OneOffs to Spans, but this makes the data harder to maintain. You can cache the fact that an event was hit (Koreographer's events happen early in the Update loop) and then check for button press in your main Update loop (or even in the event callback, for that matter), but it's extremely precise (OneOffs only trigger in one frame). One key here is that OneOff events will only trigger on a single frame. If you track what the "next" event is, you can always check and see how far away you are from that timing and make the decision about whether the user is too early, too late, or. You treat the Koreography as an event list and manage where you are manually. This is the approach that the Rhythm Game Demo that is included with Koreographer implements. Skip the event system and use the Koreography Data directly in script. ![]() If the user presses a button in the window defined by your timer you can decide if it was closer to too early, spot on, or too late. You then manually watch for a "window of time" that you configure - each event would start a "timer" that you manage for each button press (presumably this would only be for a few frames, maximum, depending upon the music). You move the OneOff events (I assume you're using OneOffs) ahead by a known number of samples to the earliest time that you want to check for "too early". Adjust the event timings in the Koreography Editor (or in script) use them to start Timing Window Timers.Two options are discussed in this FAQ answer on the Koreographer forums. Click to expand.There are multiple ways to handle this and the best solution for you depends on the needs of your game.
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