[BUGFIX] Make Countdown react to offsets#7608
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I havent gotten that issue. Not sure how compiling funkin could even "break" the sound library |
Seems like my pipewire was broken in general, and the develop build was the only app that forcibly used it. EDIT: Fixed my pipewire installation entirely! Funkin' wasn't the problem remotely :D |
Turns out the array doesn't help if you're still referencing the same timer elsewhere...
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Previously, the countdown didn't react to the global offset at all.
Now it does! Amazing.
Linked Issues
Still none! But an old pull request #4496
Description
The countdown would always be desynced if you had great audio latency regardless of your offsets.
Here, the game will now check if you have it set to something other than 0, and adjust accordingly.
Which one plays first depends on if your offset is positive or negative (obviously)
Screenshots/Videos
Before:
Video_2026-05-22_00-27-35.mp4
After:
Video_2026-05-22_00-26-48.mp4