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I'm wondering if slow instrument attack is also a factor? I have worked with many orchestral sound libraries and they all have quite a slow attack to allow the natural attack of the instrument to be heard and be more realistic. I always had to compensate for it by moving midi data before the beat / click in order to be in time. Could this be in effect somewhere in the game? with either the music or the trombone sound? Just a thought but I'm sure you are aware of it.
EDIT:
Just tried the new updated timing delay and this time it recommends about 50ms, but I still perform worse with it enabled. There is also the consideration that I have become adapted to the delay and now I just naturally play in front of the beat to compensate which perhaps would take some time to unlearn. As mentioned above, when playing orchestral instrument samples that have a slow attack, it becomes instinctive to play ahead of the beat so that the note lands on the beat. I think I am doing that in this game too. I wonder what the trombone attack time is? :)
EDIT EDIT:
After some testing, I do think the slow attack time of the trombone sound is tripping me up, when it comes to a fast passage of notes, the trombone sound is behind my key press enough so that it is playing during the time my fingers are off the key, which makes me subconsciously try to catch up with it and end up hitting more notes than there are. If you watch people playing on streams, you will see that during faster passages they are adding extra notes in, I think this is why. The best test song for this for myself is "skip to my lou"
This could actually be the whole reason why we feel a timing issue in the game, because we are naturally anticipating the slower attack of the trombone sound so we are hitting the key early but the game reads that as an early input and gives us a nasty.