Hi all!
This post got really long, a short summary: got 145BPM to miliseconds (.4137) - using that as a float to pulsate objects - but the pulse is too slow compared to the music (around 120 bpm I counted)
I'm working on a music visualization tool and I've used the BPM converted to MS(miliseconds) to a float that I use for making the different objects move to the rythm of the music.
However the animations just don't fit the rythm! The BPM is 145 which is a float of 0.4137 and I've tried "iTween Scale To" to scale a sphere to let's say instantly to 2, 2, 2 and then use this float to go back to 1, 1, 1 over time. However it's totally wrong. There is of course an offset that I also need to work on fixing - that the Sphere will scale up a little before or after the beat - but this is not the problem - it's pulsating SLOWER than the actual bass of the music.
I then thought it could be the iTween script, but using Set Scale has the same issue.
The game was made at a jam and I was running out of time so I had to brute force it and manually adjust the float until it fit the pulse. This manual input is 0.336 which had nothing to do with the previous number.
I also found out that the pulsating of the sphere was different in the build than in the editor. - so 0.336 only works in the editor and is thus not the right number either.
Does anyone know anything about the speed of executing the states? using iTween or whatever I'm using that could make a teeny tiny delay? This is like 0.005 ms can make a mismatch.
I actually had several programmers helping me at the jam and they didn't know playmaker but tried to fix the problem without success
I tried counting the pulsating sphere "scale-jumps" in one minute and came to 150BPM which is 400ms and not 336ms o.O
I really wanna continue working on this tool, any help would be awesome!
I'll be happy to send the project, but it's a bit jam-messy