Fixing rhythm game sync issues when performance drops
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RhythmGame_Creator
Posted on July 16, 2025 • Advanced
🎵 FNF Chart Sync Issues - Notes Going Off Beat!
Hey everyone! I’m working on a Friday Night Funkin’ style rhythm game in Scratch and I’m running into a major synchronization problem that’s driving me crazy! 😤
The Issue:
I’ve got my FNF chart recreation working with arrows/notes that move to the beat, but whenever the game experiences even the slightest lag, everything falls apart:
- 🎵 Audio stays on time: The music keeps playing at the correct tempo
- ⬇️ Notes slow down: The arrows/notes start moving slower during lag
- 💔 Sync breaks: Everything gets completely out of sync with the song
- 🎮 Gameplay suffers: Players can’t hit notes accurately anymore
My Current Setup:
I’m using these variables to manage timing:
Delay-Timer
- For timing delaysTimer
- Main timing variableList scan
- For scanning note lists
Here’s my current note movement code:
when I start as a clone show if <(Left-Hold-Note) = [1]> then switch costume to [Hold] else switch costume to (join (Note-Skin) [_]) end if <(Up-Scroll) = [1]> then set y to (-180) else set y to (180) end if <(Up-Scroll) = [1]> then repeat until <(y position) > [179]> change y by (Note-Speed) end else repeat until <(y position) < [-179]> change y by ((Note-Speed) * (-1)) end end delete this clone
The problem is that when lag happens, the repeat until
loops slow down, but the music keeps playing at normal speed. How can I make the notes stay perfectly synchronized with the song even during performance drops? 🤔
Any rhythm game developers here who’ve solved this before? I really need help! 🙏
TimingSync_Expert
Replied 2 hours later • ⭐ Best Answer
@RhythmGame_Creator This is a classic rhythm game synchronization problem! The issue is you’re using frame-based movement instead of time-based positioning. Let me show you the professional solution! 🎵
🎯 Understanding the Problem
Your current system moves notes by a fixed amount each frame, but when lag occurs:
🔧 Solution 1: Time-Based Note Positioning
Instead of moving notes each frame, calculate their position based on elapsed time:
// Setup timing system when I receive [Start-Chart v] set [Started at v] to (timer) set [Chart BPM v] to [120] // Your song's BPM set [Note Travel Time v] to [2] // Seconds for note to travel forever set [Current Time v] to ((timer) - (Started at)) end
🎵 Solution 2: Improved Note Movement
Replace your frame-based movement with time-based positioning:
// In Note sprite when I start as a clone show set [Note Start Time v] to (Current Time) set [Note Lane v] to (Lane) // Which arrow lane // Set costume based on note type if <(Left-Hold-Note) = [1]> then switch costume to [Hold] else switch costume to (join (Note-Skin) [_]) end // Position based on lane set x to ((Note Lane) * [100]) // Adjust spacing forever // Calculate time-based position set [Time Elapsed v] to ((Current Time) - (Note Start Time)) set [Progress v] to ((Time Elapsed) / (Note Travel Time)) if <(Up-Scroll) = [1]> then set y to ((-180) + ((Progress) * [360])) else set y to ((180) - ((Progress) * [360])) end // Delete when off screen if <(Progress) > [1.1]> then delete this clone end end
⚡ Solution 3: Advanced Timer System
Here’s the robust timing system that handles lag gracefully:
// Master timing controller define Update Timer System set [Raw Timer v] to ((timer) - (Started at)) // Smooth out timer jumps from lag if <((Raw Timer) - (Last Timer)) > [0.1]> then // Large jump detected (lag recovery) set [Timer v] to ((Last Timer) + [0.033]) // Max 1 frame jump else set [Timer v] to (Raw Timer) end set [Last Timer v] to (Timer) // Update delay timer if needed if <(Delay-Timer-Go?) = [1]> then change [Delay-Timer v] by (1) end
🎮 Solution 4: Beat-Synchronized Note Spawning
Spawn notes based on musical timing, not frame timing:
// Note spawning system define Spawn Notes for Beat (beat) set [Beat Time v] to ((beat) / ((Chart BPM) / [60])) set [Spawn Time v] to ((Beat Time) - (Note Travel Time)) if <(Current Time) > (Spawn Time)> then if <(item (beat) of [Notes Spawned v]) = [0]> then // Spawn note for this beat set [Note Beat v] to (beat) create clone of [Note v] replace item (beat) of [Notes Spawned v] with [1] end end
🔧 Solution 5: Lag Compensation
Add intelligent lag detection and compensation:
// Lag compensation system define Handle Lag Compensation set [Frame Time v] to ((timer) - (Last Frame Timer)) set [Last Frame Timer v] to (timer) // Detect lag (frame took too long) if <(Frame Time) > [0.05]> then // More than 50ms set [Lag Detected v] to [1] // Skip intermediate positions to catch up change [Timer Offset v] by ((Frame Time) - [0.033]) else set [Lag Detected v] to [0] end
🎯 Solution 6: Perfect Hit Detection
Ensure hit detection works regardless of frame rate:
// Hit detection based on time, not position define Check Hit for Lane (lane) set [Target Beat Time v] to (item (Current Beat) of [Beat Times v]) set [Hit Difference v] to (abs ((Current Time) - (Target Beat Time))) if <(Hit Difference) < [0.1]> then // 100ms window if <(Hit Difference) < [0.05]> then broadcast [Perfect Hit v] change [Score v] by [300] else broadcast [Good Hit v] change [Score v] by [100] end else broadcast [Miss v] end
Key Benefits of This Approach:
- 🎵 Perfect sync: Notes always match the music timing
- ⚡ Lag resistant: Performance drops don’t affect synchronization
- 🎯 Accurate hits: Hit detection based on time, not visual position
- 📱 Cross-platform: Works consistently on different devices
The secret is to think in terms of musical time rather than visual frames. Your notes should always know exactly where they should be based on the song’s timeline! 🎵
RhythmGame_Creator
Replied 4 hours later
@TimingSync_Expert This is absolutely incredible! 🤩
I implemented the time-based positioning system and the difference is night and day! Even when I deliberately cause lag by running other programs, the notes stay perfectly synchronized with the music.
The beat-synchronized spawning is genius - no more notes appearing at random times. My rhythm game finally feels professional! Thank you so much! 🎵✨
RhythmDev_Pro
Replied 1 day later
Excellent solution! 🎮 Here are some additional pro tips for rhythm games:
- 🎵 Audio latency: Add an audio offset setting for different devices
- 📊 Performance monitoring: Track frame times to detect lag patterns
- 🎯 Hit windows: Make hit timing windows slightly larger on lower-end devices
- 💾 Preloading: Load all audio and sprites before starting the chart
Time-based systems are the foundation of all professional rhythm games! 🎵
Vibelf_Community
Pinned Message • Moderator
🎵 Master Rhythm Game Development!
Amazing discussion on timing synchronization! For developers ready to create professional rhythm games, we can help you master:
- 🎯 Advanced timing systems and beat detection
- ⚡ Performance optimization for smooth gameplay
- 🎮 Professional game feel and audio synchronization
- 🔧 Cross-platform compatibility and testing
📚 Related Discussions
- Building audio-reactive visualizations
- Advanced music game mechanics
- Performance optimization techniques
Ready to build rhythm games that feel amazing to play? Get personalized guidance from our music game experts!