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They're working on it as far as I know but it hasn't been something they can fix quickly.
There's audio buffer settings that might help a little but it won't fix it entirely.
There's also an ASIO mod that pretty much removes all the latency by sending the trombone sound through a ASIO driver but it also gets rid of the sound processing and reverb so the trombone sounds very dry.
What I do personally to deal with it is setting the latency adjustment to like -35 ms. that way the whole chart is shifted early and I have to press everything early but at least the trombone sound is on time which works great with headphones and it's easy enough to get used to.
Only problem are fast chains of notes where the latency spans about half or more of the time between notes. The timing mismatch becomes very confusing especially for longer passages like that.
Ah thanks, didn't know it was engine related. I tried adjusting the audio buffer but it caused lag and crackling audio, especially on longer songs. My specs are more than fine so not sure if there's anything I can do that will meaningfully reduce or eliminate those problems.
I've dabbled around with many different delays from about -30 to +30. They have their merits but they don't affect all songs equally. Some tracks seem inherently fast or slow (speaking only of custom tracks), so it's not a universal fix in my experience.
Some notes:
- Setting the audio buffer all the way down to 256 will probably cause audio issues, but you should be able to get it into the low 300s. that should help a little.
- People have noticed that keyboard latency seems slightly worse than mouse click. This is just an underlying Unity issue, as nothing in the code should make keyboard "slower" than mouse.
- Keyboards themselves have different latencies. If you're using a bluetooth keyboard, that may contribute to the problem.
If latency is a big enough problem for you, I'd recommend temporarily checking out the "low latency mod" that modders have created while we work on the problem!
Not sure if this is still just a symptom of unity being weird but wanted to make it known that it might be entirely a me problem.
During gameplay, there's one block of code to determine whether or not to toot - this block of code checks a number of keyboard keys and the mouse buttons, and then returns true or false. From a code perspective, there's no reason the keyboard should be slower...
I'd say it's hardware-related. When you play on a controller with Steam input you can bind the same button to a keyboard key or a mouse button, there's zero noticeable difference in latency for me