Users should have the ability to calibrate delay between audio and video. Timing is a very essential part of most rhythm games, especially in more recent years where delay is far less consistent across devices, so this should be considered a glaring omission.
See Clone Hero and Crypt of the Necrodancer as two examples of how the calibration could be handled in-game; the former in particular has very clear and friendly calibration setup, with further manual tweaking in the options menu if needed.
Users should have the ability to calibrate delay between audio and video. Timing is a very essential part of most rhythm games, especially in more recent years where delay is far less consistent across devices, so this should be considered a glaring omission.
See Clone Hero and Crypt of the Necrodancer as two examples of how the calibration could be handled in-game; the former in particular has very clear and friendly calibration setup, with further manual tweaking in the options menu if needed.