I’ve recently been working on a rythmn game. To calculate when the bullets appear, I make it so they come at a certain time. That time is being collected from the time of the song.
What I want to know is that when setting the value of a number value to the time of a sound instance, will it go through every single millisecond, and such.
For example, a bullet would appear at the time in seconds 16.192. When I am getting the song’s value, would it go over that number, or would it skip the thousandth?
sorry, I know this might be a little confusing. Thanks.
The shortest time scripts can yield at 60fps is 1/60 ≈ 0.016 seconds. (Which is ≈ 16.66 miliseconds). This means unfortunatly you cannot have code pause for a single milisecond. You can however use RunService’s events such as Heartbeat which fires every frame and then use its DeltaTime argument to adjust your games logic to compensate accordingly.
Do you have any good examples of what you said below? Or may you expand upon it? I’m just a little confused because I don’t feel like you specified that fully.