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Unity's Mobile Audio Latency Problem And Solutions

Unity's Mobile Audio Latency Problem And SolutionsУ вашего броузера проблема в совместимости с HTML5
UPDATE 30/10/2017 : This whole research was debunked by myself. After watching the whole clip, please go to https://www.youtube.com/watch?v=6Wot7lzZR5o and https://github.com/5argon/UnityiOSNativeAudio UPDATE 4/9/2018 : After such a long time and intensive researches, I think the solution to end it all is finished https://www.youtube.com/watch?v=px43SrrE5GI In this video I compares a latency of Unity's audioSource.Play vs. native methods of iOS/Android. It shows that you can go further than Unity's latency. Note that all time in this video are non-standard. The usual round-trip measurement uses a loopback cable and issue sound through software. My test includes a time that touchscreen driver uses plus a time that sound travel through the air x2 that's why it is higher than expected. You can compare this time with each other, but not with round-trip time from other websites. Read more at : http://exceed7.com/mobile-native-audio/research.html NOTE : I have made a mistake at the end of this video. The Android Native sounds almost precise, but actually it is because I compensate unknowingly by hitting earlier in order to align the sound to the music. (Listen to my nail sound, it is earlier than the Unity ones) Actually if you hit at the correct spot the respond sound will sound less acceptable than this. (But still faster than Unity's) This is the core problem of audio latency for music game, player will try to hit earlier to align the sound, resulting in non-perfect judgement from the game.
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