How rhythm games connect music, input and hit detection
How rhythm games connect audio tracks, charts, target times, inputs, hit detection and feedback, with a step-by-step approach to investigating visual and audio sync problems.
Game design, rhythm and audio technology
Understand charts, input, judgment and synchronization separately
How rhythm games connect audio tracks, charts, target times, inputs, hit detection and feedback, with a step-by-step approach to investigating visual and audio sync problems.
How to compare display, audio and input clocks: their units and origins, music-position calculations, output timestamps and repeated timing measurements.
A two-bar example at 120 BPM shows how accents, rests and direction changes shape a chart. Includes a CSV and separates required inputs from the sounds played by each instrument.
How to calculate timing error and define inclusive hit-window boundaries, with a comparison of note-selection rules when two windows overlap.
Compare input density and minimum intervals at 120 BPM. Design examples separate direction changes, memory length and lead time.
Seven hypothetical inputs show how a 45 ms median differs from a 61 ms mean. Covers correction signs, audio output conditions and variation between attempts.
How to preserve action cues beyond color, assess essential-signal contrast and check actual touch areas, using WCAG 2.2 within its applicable scope.