I am making a rhythm game and I know PlaybackLoudness exists, but I have NO idea how to predict where to put notes on a 4 line track, so I thought ‘the devforum may help’ im thinking of using Vector3 for positioning notes because the notes are not gonna be in a GUI.
You can’t really automatically predict it. Most rhythm games use a beat map to accompany the song for the right gameplay. Unless you’re talking about the sync, let the client think they are hitting correctly, let the server read the time in ms
before hit.
Couldnt you use another sound that the volume is 0 of that plays before the one you can hear and use playbackloudness on the one you cant hear?
That method won’t really make for anything intriguing. You’re best off making a beat map to go along with the song. You could try to make procedurally generated beat maps, but I would not recommend it.
Most likely these procedurally generated beat maps will not match the BPM of the song and struggle to bring interesting patterns to the songs.
Do people make a bitmap like this? ‘play the song and put the notes where i want them as fast as possible’
I have no experience making beat maps.
I will not mark any answers as solutions (since they arent really solutions for me) so future people may be able to answer.
What else do you want us to say? You can’t make automatic bit maps from music. You have to make your own.
Ill just mark the 1st reply as solution. Since that helped more then the other replies
I think you should assign each note a unique id (if not done already), then keep track of all the ids the player has passed (if there are multiple notes at once store in a table), and by keeping track you can know which note(s) are gonna be next (and previous ones). So you basically find if the next note(s) or previous one(s) are closer, then compare their ideal hit time/time position with the time when the player has pressed the button