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godot-demo-projects/audio/bpm_sync
Hugo Locurcio 31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- Move all demo projects that don't require Forward+/Mobile-only features
  to the Compatibility rendering method. This improves performance significantly
  on low-end devices and ensures visuals are identical to a web export
  of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
  resources in the main scene instead (which follows the preview environment
  workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
  removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
2024-03-26 18:01:58 +01:00
..
2019-04-27 14:14:17 -03:00
2019-04-27 14:14:17 -03:00

Audio BPM Sync

A demo of how to sync the audio playback with the time for a consistent BPM.

Language: GDScript

Renderer: Compatibility

Check out this demo on the asset library: https://godotengine.org/asset-library/asset/581

How does it work?

For the sound clock, it uses methods in AudioServer to sync the audio playback. For the system clock, it uses OS.get_ticks_usec().

Screenshots

Screenshot