Hello again, I have a question. If I use a 4-bar loop and want to play an additional loop when the next 4 bars start, how can I check that? Does the Quartz system only monitor 1 bar at a time?
I was trying to figure out how to sync user input with a music beat, and the simple idea you shared about having an attack+body+release sound to cover the gap between beats for the weapon is just brilliant! Thank you!
@@roaldjensen3120 that’s an option. Although 64 notes are almost like not quantizing at all and depending on the source can sound “off” - the cool thing is you can play around and experiment until you find what works for each source
Sorry for the slightly blurry camera. Lens was acting up!
Awesome
Legend! thank you for sharing.
super helpfull! thank you so much!
It is very useful for beginners. Thanks!
Hello again, I have a question. If I use a 4-bar loop and want to play an additional loop when the next 4 bars start, how can I check that? Does the Quartz system only monitor 1 bar at a time?
I was trying to figure out how to sync user input with a music beat, and the simple idea you shared about having an attack+body+release sound to cover the gap between beats for the weapon is just brilliant! Thank you!
For sure! I’ve implemented this process many times! Glad it helped.
Really good tutorial. Simply & effective.
hey brian, do you have experience with quartz clock based animation? i asked myself how to sync animations with sound and time.
I’ve been messing around with gameplay syncs…. I’m finding that Quartz clock delegates are a good way to go to trigger gameplay stuff!
Why not quantize to 64 ---> BPM (if it is a shooter lag is a b...) ?
@@roaldjensen3120 that’s an option. Although 64 notes are almost like not quantizing at all and depending on the source can sound “off” - the cool thing is you can play around and experiment until you find what works for each source