Accurate timing for rhythm games

I’m working on a rhythm-based game and have some issues with getting the timing right. The idea is that inputs correspond to obstacles that appear on screen that will trigger sound files that fill in “gaps” of a background track, so the better you play the more complete the song sounds. I can get it to line up perfectly in the Corona simulator, where the input timings match up with the holes in the song. However, when I try running it on various other devices the sound desynchronizes with the track. I tried matching it up both based on incrementing position based on frames and by using the transition.to function, but neither seems to have corrected the issue. Any idea what might be causing it, or how I could work around other complications that come with the genre? [import]uid: 120742 topic_id: 25691 reply_id: 325691[/import]

Maybe you could run at 30fps or alternatively try a frame rate independent system? such as http://www.youtube.com/watch?v=tKbPr8MvVr8 [import]uid: 84637 topic_id: 25691 reply_id: 103899[/import]

I figured I was doing a frame-rate independent system by using transition.to(), since it tweens between two positions over a set time. Is that function still frame dependent? [import]uid: 120742 topic_id: 25691 reply_id: 104103[/import]