Load the example map if you want to see how it works

MusicSync.Lua:
`MusicSync` is the table with the stuff you might need

`MusicSync.level` is `leveltime` in milliseconds (1000 = 1 second)
`MusicSync.switchstart` is the offset before checking for every beat in milliseconds
`MusicSync.switchtime` is the time between beats in milliseconds
`MusicSync.switch` is the variable you want to check for when you want something to happen on beat

SOC map header:
`Lua.rhythmmap` if set to true will enable all the music sync stuff
`Lua.millisecondsswitch` is time between beats in milliseconds
`Lua.millisecondsstart` is time until the first beat in milliseconds

`Lua.redblocktags` is the tags you want the block switch behaviour to work for (every beat red and blue switch states)
`Lua.blueblocktags` is the same as `redblocktags` but its the otherway aroung (red is solid at first, and blue is not)

example:
Lua.rhythmmap = true
Lua.millisecondstart = 1500
Lua.millisecondswitch = 1500
Lua.redblocktags = 101,102,103,104,105,106,107,108,109
Lua.blueblocktags = 110,111,112,113,114,115,116,117,118,119

(source from test map)