Note timing and audio latency: two different problems
How to compare display, audio and input clocks: their units and origins, music-position calculations, output timestamps and repeated timing measurements.
Game design, rhythm and audio technology
How to compare display, audio and input clocks: their units and origins, music-position calculations, output timestamps and repeated timing measurements.
Define the input task and music's role, then calculate BPM and loop length. Includes comparison audio using the same drum arrangement at 100, 120 and 140 BPM, with a checklist.
How to compare player inputs, anticipation and learning, using official Rhythm Doctor and Hollow Knight descriptions alongside Rhythm Tengoku and CAT BEAT examples.
An examination of the Osu2MIR paper and public repository: how osu! timing points become beat and downbeat annotations, how those differ from gameplay targets, and how the study selects and evaluates its data.
A comparison of the September 22, 2026 Web Audio API 1.1 Working Draft with the first 2024 draft, focusing on OfflineAudioContextOptions.length and the checks needed to connect specification changes to browser behavior.
Boxing tests timing, VS Boss tests pattern memory and Cat's Day tests target recognition. Development screenshots show how the same controls support different kinds of play.
Beat Games' September 29 announcement adds a song and lists fixes for I Like It note placements, NISSAN ALTIMA preview audio and VR trigger inputs.