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In Falsus Audio Desync Fix: Offset & v1.0.4 Patch Guide

Fix In Falsus audio desync and chart drift: update to v1.0.4, recalibrate your Audio Offset, align Windows sample rates, and fix cutscene stutter. Full guide.

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In Falsus audio desync guide showing audio offset calibration, buffer size settings and the v1.0.4 patch notes

Nothing ends a full-combo run faster than the music and the chart drifting apart. If notes land NEAR despite tapping on the beat — or a song slowly slides off tempo — here are the fixes that work, in the order to try them.

TL;DR: the three-step fix

  1. Update In Falsus to v1.0.4 or later. The patch reworked the default audio buffer size selection.
  2. Recalibrate your Audio Offset in QUICK SETTINGS — buffer changes shift latency, so old values stop being valid.
  3. Align your system audio: 24-bit 48000 Hz output, exclusive mode off.

Cutscenes stuttering at a steady 60 fps is a separate issue — see the cutscene section below.

What audio desync looks like

In Falsus judges every tap against both the moment a note crosses the judgement line and the moment its sound plays. When they drift apart:

  • Notes hit on the beat grade NEAR (early or late) even though your timing feels perfect.
  • The drift grows over a song — fine at the start, half a beat off by the end.
  • Pausing or restarting snaps everything back, then it slides away again.

That differs from a constant offset — everything uniformly early or late — which is device latency, fixed by calibration (Fix 2). Mid-song drift points at the audio pipeline instead.

Players have reported this drift since launch. One Steam player: "during charts sometimes the song will desync from the chart" — noting it did not happen in the demo. The thread collects matching reports; several players note a restart only helps temporarily.

Fix 1: Update to v1.0.4

lowiro shipped a patch on September 18, 2026 aimed at this exact layer. The official v1.0.4 patch notes include:

  • "Change to default audio buffer size selection"
  • "Fix to available select-able audio buffer sizes"

In plain terms: the game now picks a safer default Audio Buffer Size on its own and only offers valid values — two changes aimed exactly where desync lives. The prior v1.0.3 patch fixed audio devices failing to load on startup, so this area is being worked patch by patch.

Steam updates automatically — restart the client and let it finish before changing settings. Our In Falsus updates tracker has the version history.

Fix 2: Recalibrate your audio offset

Any change to the audio chain — patch, buffer size, output device — shifts latency slightly, so recalibrate after every update.

Audio Offset sits right under Track Speed in QUICK SETTINGS, in milliseconds: positive shifts judgement later, negative earlier, 0 is neutral.

  1. Pick an easy chart you know well and replay it.
  2. Adjust Audio Offset in 10-20 ms steps.
  3. Stop once EXACT judgements feel centered instead of rushed or dragged.

Rather not trial-and-error it? Our audio offset calculator computes a starting value from your latency and refresh rate; the full settings walkthrough lives on the In Falsus controls guide.

Fix 3: Fix your system audio settings

If the game is current and your offset is calibrated but drift persists, the problem is usually Windows-side:

  • Sample rate mismatch. Set your output device to 24-bit, 48000 Hz (Studio Quality). Rates like 192,000 Hz are a known source of audio engine trouble in In Falsus.
  • Exclusive mode conflicts. Uncheck "Allow applications to take exclusive control of this device" in the device's Advanced properties, so background apps (Discord, VoiceMeeter, Nahimic) cannot seize the sound card mid-song.
  • The Bluetooth hands-free trap. The moment your headset's mic activates, Windows drops stereo game audio to call quality.

Full step-by-step versions — the mmsys.cpl walkthroughs and VoiceMeeter/Nahimic checklist included — are in our In Falsus no audio fix guide.

One more data point from that thread: the original poster later reported that switching to an ASIO output stopped the desync entirely for them — a player-reported workaround, not an official fix, but worth a try if your interface ships with an ASIO driver.

Cutscene stuttering at 60 fps

A separate complaint: gameplay holds a locked 60 fps, but story cutscenes — most often right before boss songs — visibly judder while the fps counter stays at 60.

The honest answer: there is no confirmed fix yet as of v1.0.4. What we know:

  • It is player-reported (Steam thread, September 16): a steady 60 fps overlay while cutscenes stutter.
  • The developers have fixed scene-related issues in consecutive patches — v1.0.3 repaired overlapping encounter labels and scenario soft-locks, v1.0.4 corrected results scene labels and adjusted scenario scenes — though neither names cutscene stuttering explicitly.
  • One reply speculates the cutscenes are pre-rendered video, which would explain judder on some displays — unconfirmed.

Reasonable interim steps: stay on v1.0.4 or later, close background capture software, update GPU drivers, keep the game on a fast drive. If it persists, report it in the official thread — the patch notes make clear fixes are driven by player feedback.

Still stuck?

  • Report it on the Steam forums. The v1.0.4 notes open by thanking players for feedback — reports genuinely reach the team.
  • Verify game files in Steam (right-click In Falsus → Properties → Installed Files → Verify integrity).
  • Check the neighboring guides: no sound, black screen and crashes each have a dedicated fix list.

Back in sync? The audio offset calculator will re-center your judgement in about a minute.