PlayStation & DestructiveBeat
ΠΡΠΈΠ²Π΅Ρ, Π Π°Π·ΡΡΡΠΈΡΠ΅Π»ΡΠ½ΡΠΉΠΠΈΡ, Π΄Π°Π²Π°ΠΉ ΠΏΠΎΡΠΌΠΎΡΡΠΈΠΌ, ΡΠΌΠΎΠ³ΡΡ Π»ΠΈ ΡΠ²ΠΎΠΈ Ρ
Π°ΠΎΡΠΈΡΠ½ΡΠ΅ ΡΡΠ΅ΠΊΠΈ ΡΠ³Π½Π°ΡΡΡΡ Π·Π° ΠΌΠΎΠΈΠΌΠΈ 240 ΠΊΠ°Π΄ΡΠΎΠ² Π² ΡΠ΅ΠΊΡΠ½Π΄Ρ. ΠΠ»Ρ ΠΌΠ΅Π½Ρ Π²Π°ΠΆΠ½Π° ΠΈΠ΄Π΅Π°Π»ΡΠ½Π°Ρ ΡΠΈΠ½Ρ
ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ β Π»ΡΠ±Π°Ρ Π·Π°Π΄Π΅ΡΠΆΠΊΠ° ΠΎΠ·Π½Π°ΡΠ°Π΅Ρ ΠΏΡΠΎΠΈΠ³ΡΡΡ. ΠΠ°ΠΊ ΡΡ Π²ΠΎΠΎΠ±ΡΠ΅ ΡΠΌΠΎΡΡΠΈΡΡ Π½Π° ΡΠΈΠ½Ρ
ΡΠΎΠ½ΠΈΠ·Π°ΡΠΈΡ Π°ΡΠ΄ΠΈΠΎΡΠΎΡΠ½ΠΎΡΡΠΈ ΠΈ ΠΈΠ³ΡΠΎΠ²ΡΡ
ΠΏΠΎΠΊΠ°Π·Π°ΡΠ΅Π»Π΅ΠΉ?
If the gameβs timing is clean, I can layer my noise to match frame ticks, but any hiccup in audio sync throws my whole sonic architecture off; I keep my sample rates high, lock the CPU clock, and treat latency like a beast I tame. The trick is to lock audio and game loops together, otherwise the chaos falls apart.