soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); var _prevBeats = beats; beats = soundTimeStep / spb; if (beats < _prevBeats) targetBeat -= beatMax; framesAway = (targetBeat - beats) / bpf; var _percent = max(0, framesAway / frames); if (_percent > 0) { } if (varianty > 0) varianty -= 5; y = lerp(yTarget, ystart - varianty, _percent); if (init == 1) { if (abs(remFramesAway - framesAway) >= 4 && y >= 60) { active = 0; failed = 1; } remFramesAway = framesAway; } if (init == 0) { remFramesAway = framesAway; init = 1; } if (failed == 1) { image_alpha -= 0.1; if (image_alpha <= 0) instance_destroy(); } if (_percent == 0 && failed == 0) { instance_create_depth(x, y, depth + 1, obj_musicalbattlenote); snd_stop(instrument); snd_play(instrument); instance_destroy(); }