Trombone Champ
「Choobs」 Dec 11, 2022 @ 10:59am
Significant toot latency?
There is a noticeable delay between pressing a button to toot and the sound actually happening. This is especially bad with the bass trombone as it seems to have more startup than the other sound voices. I get that this is probably intentional for the sake of realism, but it can be really disorienting. Very short notes may not be audible at all, and it makes dialing in the video delay basically impossible because the sound is also delayed by quite a bit.

Any way instant audio can be added in a later patch?
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Showing 1-8 of 8 comments
Turd Ferguson Dec 11, 2022 @ 11:42pm 
Also experiencing this issue. I'm yet to try it on a second PC to compare results, but I'm getting a very noticeable delay on my toot button.
StaticR Dec 12, 2022 @ 7:15am 
input latency has been an issue since the game came out. It's mostly an issue with the game's engine unity which apparently handles audio kind of slow.
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.
「Choobs」 Dec 12, 2022 @ 8:03am 
Originally posted by StaticR:
input latency has been an issue since the game came out. It's mostly an issue with the game's engine unity which apparently handles audio kind of slow.
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.
Mr. Holy Wow  [developer] Dec 13, 2022 @ 8:33am 
Sorry, this is something we've meant to look into... we still will attempt to make it better, but it turned out to be a more challenging issue than we thought.

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!
「Choobs」 Dec 14, 2022 @ 5:01am 
The low latency mod works really well, I'd say it's about an 80% improvement. Obviously having 0 latency isn't realistic but it's pretty close and the game feels way better now.
「Choobs」 Jan 21, 2023 @ 9:07am 
An observation for the devs: I had to disable the low latency mod because it somehow broke. But in doing so I found out that my mouse latency is way less than my keyboard latency. Mouse is about 5ms while keyboard is around 30ms. Weird because I'm using a wired keyboard and a wireless mouse, but it is what it is I guess.

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.
Mr. Holy Wow  [developer] Jan 23, 2023 @ 8:38am 
Originally posted by 「Choobs」:
An observation for the devs: I had to disable the low latency mod because it somehow broke. But in doing so I found out that my mouse latency is way less than my keyboard latency. Mouse is about 5ms while keyboard is around 30ms. Weird because I'm using a wired keyboard and a wireless mouse, but it is what it is I guess.

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.
Yeah, we've noticed this on our end as well. We figure it must be a Unity problem - or possibly due to the fact that some mice have higher "polling rates" than keyboards.

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...
ThorN Jan 23, 2023 @ 3:36pm 
Originally posted by Mr. Holy Wow:
Originally posted by 「Choobs」:
An observation for the devs: I had to disable the low latency mod because it somehow broke. But in doing so I found out that my mouse latency is way less than my keyboard latency. Mouse is about 5ms while keyboard is around 30ms. Weird because I'm using a wired keyboard and a wireless mouse, but it is what it is I guess.

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.
Yeah, we've noticed this on our end as well. We figure it must be a Unity problem - or possibly due to the fact that some mice have higher "polling rates" than keyboards.

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
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