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And I tried doing the thing of having the chromatic volume muted whenever the player misses, but due to how Source handles sounds, that didn't work--the player's sounds would still end up not playing when prompted, so you just don't hear anything. (I also tried tying the player's sound to an entity that is moved away from the camera when you miss, but, same thing)
In Hammer, create notes that are delayed to those timestamps. I know that it is timed to instead create the note, and not timed to where the note is actually hit, so for any timestamp you'd have to subtract -5 seconds, or however long it takes for the note to reach the top.
I saw how you create each series of notes separately, and not all in one entity. It is helpful, but this means you cannot add the timestamp normally, it's inaccurate to when the series of notes are activated. So, take the time that the entity is activated and subtract that timestamp by it.
The character models and their animating relies on me already having the model installed in my game and having animations on the model to reference--all character animations seen here are from retail HL2+Episodes.
As for the progress bar at the bottom of the screen, it is by design that it does not affect the player in any way as it moves. It is merely a visual indicator of how well you are doing in the moment, but also, its results aren't the best since they also require that I be competent at charting. Which I am not, not gonna pretend there.
Will I do it? Chances point to 'no', unless I manage to properly refine the chromatic mechanic. No idea if it'll work yet, not been able to try.
Once I get back into a working position, I may try to make a draft of this method. Maybe. Possibly.
Anyways, due to IRL reasons, I will not be able to do any mapwork for the next two weeks or so at least, starting from today, so I won't be able to make any changes to the map until at least then. So any suggestions will have to be withheld until then.
the instrumental and vocals are separate audio files, the vocals being temporarily muted when you miss a note, and being unmuted when you either press a note or the opponent presses a note.