#Rhythm Game SpawnTiming Help..?
1 messages · Page 1 of 1 (latest)
when moving lanes with chartmap files, they also are kinda choppy too as they move ms after each other
This is the main code for spawntiming: ``` IEnumerator RunBeatmap()
{
#region ModifierMigration++
I'm
#endregion
Debug.Log("Waiting to run...");
yield return new WaitForSecondsRealtime(2f);
startedMap = true;
musicSpeaker.Play();
musicSpeaker.time = 0;
if (starttime > 0)
musicSpeaker.time = starttime;
Debug.Log("Running beatmap...");
while (currentLine < (json.Length - DisregardedNotes) - 1)
{
if (timeStampIndex < timeStamps.Count)
{
if (timeStamps.Count > 0)
{
if (GetAudioSourceTime() >= timeStamps[timeStampIndex] + noteOffset)
{
Debug.Log("Trying to load a damn note");
jsonLanes[laneStamps[laneStampIndex]].CreateNote();
timeStampIndex++;
laneStampIndex++;
currentLine++;
}
}
}```
i feel like the problem is this line:
if (GetAudioSourceTime() >= timeStamps[timeStampIndex] + noteOffset)
GetAudioSourceTime() just returns the audioSource.time btw