The idea of having to compensate for lag in a rhythm game really, really bugs me, so I'd like to get this right
How does the universal audio offset work? I know that its purpose is to get the audio to line up with the hitbox, but I'd like to know, specifically, how it works. For instance, when I set it to -30ms, is it making the audio occur earlier in relation to the hitbox, or later?
How does the UAO affect hitsounds? Will a UAO of something other than 0ms make slider ticks not line up with the audio, etc.?
Finally, how can I tell if my offset is correct? This ties into the other two points. I feel like I have to hit each beat a little before the audio with a UAO of 0ms, but when I move it from 0ms the hitsounds don't seem to line up with the audio, so I can't tell if it's actually due to lag, or just my own inexperience.
How does the universal audio offset work? I know that its purpose is to get the audio to line up with the hitbox, but I'd like to know, specifically, how it works. For instance, when I set it to -30ms, is it making the audio occur earlier in relation to the hitbox, or later?
How does the UAO affect hitsounds? Will a UAO of something other than 0ms make slider ticks not line up with the audio, etc.?
Finally, how can I tell if my offset is correct? This ties into the other two points. I feel like I have to hit each beat a little before the audio with a UAO of 0ms, but when I move it from 0ms the hitsounds don't seem to line up with the audio, so I can't tell if it's actually due to lag, or just my own inexperience.