+15 since i got my new pc
Why are you trying to science it when it's really just about syncing the sound of the ticks? ...which can actually be done by human ear to the nearest 1ms using krier's method. If you're looking at a graph, it's not a true representation of how the human ear discerns the exact timing of a beat, which is why your "audacity method" is all but useless except in the start of a song where silence precedes.Dexus wrote:
Universal Offset is reverse of local offset (Which makes no sense). Local offset subtracts or adds to the map's offset. So if your map is timed correctly in the editor, when you go to play a +22 offset is applied locally (which shifts the map's offset to being later). This is wrong so when you use a negative offset around 20 it really shows the map is timed right but GG peppy and community offset. The reason why there is a community offset of 22ms is because the mp3 file peppy used for the offset wizard song has a 22ms gap in it from the start of the song to the beginning of the first blip. The offset in the editor for the song really should be +6ms not -6ms because the spike of the blip that will be most audible is 6ms after 22ms into the mp3 file.
On what basis should it be +6 and not -6? That's a 12ms difference, nothing you mentioned refers to the number 12. I re-read both your posts and still don't understand. My UO is definitely not out by that much, there is no way that's possible. It's what you hear that counts. Having the correct offset in UO and local makes playing HR at AR10/OD10 a lot easier.Dexus wrote:
Again; peppy collected the data he received from everyone's feed back and had a +22ms Local / -22 Universal offset applied to everyone. This 22ms is just the blank empty space at the start of the mp3 due to the way it's encoded (which is the whole reason the community offset is there). You should be using +6 in the editor for the map, not -6 because -6ms is wrong. You can use Krier's method but the human ear can only go so far in certain situations. When you play EVERY other map they are not timed correctly because the people who made them didn't have a correct UO; and at that they most likely are several milliseconds off. The combination of an incorrect offset and not even timing it right can make a map really timed wrong when played by someone with the correct settings.
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It's literally impossible to get perfect timing with this game, but you can get a lot closer than it is right now.
You are wrong. This heavily depends on your hardware (and software - drivers).Dexus wrote:
UO isn't off, it's the map timings due to the community offset. To be honest you can leave it at 0 UO and just locally offset to correct timings.
a bad soundcard won't give me the sounds ~100 ms early, since it won't know the sounds are coming, it might give the sounds 100 ms late though, which my offset clearly doesn't imply.lolcubes wrote:
Probably a bad soundcard or a bad audio driver. Having a different offset from 0 is not a bad thing if it's correct.
I'm aware that UO isn't 0. Just saying you could just use LO. You didn't read anything but that post, right?lolcubes wrote:
You are wrong. This heavily depends on your hardware (and software - drivers).Dexus wrote:
UO isn't off, it's the map timings due to the community offset. To be honest you can leave it at 0 UO and just locally offset to correct timings.
Please stop assuming UO at 0 is correct, because it is not. The correct value is where the ticks sync. (else it would be pointless to even exist)
Also, for what it's worth, depending on the mp3 type, you will get different results in audacity/game. VBR especially.
So you'd rather use a local offset on every single map ever than use a UO and just fix the maps that are still off by a bit then? You make no sense.Dexus wrote:
I'm aware that UO isn't 0. Just saying you could just use LO. You didn't read anything but that post, right?
I get the exact same thing so I decided to just go with the middle and put 0. I still don't know if that is right or not because everyone is saying different things.marcostudios wrote:
sometimes -4 and sometimes +4, i'm not sure which is correct
Its possible. My asus xonar ds had a UO of -70. Yes, sounds were very early compared to the music.Brimroth wrote:
a bad soundcard won't give me the sounds ~100 ms early, since it won't know the sounds are coming, it might give the sounds 100 ms late though, which my offset clearly doesn't imply.lolcubes wrote:
Probably a bad soundcard or a bad audio driver. Having a different offset from 0 is not a bad thing if it's correct.
Leave it on it's default "-6." Think of it like it's actually a "0" (but it's not). UO works in opposite directions to editor/local/online offset, so work backwards. It's the same thing imo.Mathsma wrote:
Is peppy's offset map supposed to be on -6 and then we check for timing in the offset wizard or are you supposed to change it to 0 and then use the offset wizard to check for timing?
Thank you for proving Law of Kriers! (i.e. stop adjusting as soon as it sounds in sync from + offset)Dexus wrote:
-8ms (Fourth track) is the very last one before it gets out of sync.
-9ms (last) track which is only a 1ms difference. From what you can see it just jumps a huge amount.[/b]
now you doDexus wrote:
I wish I had access to the WAV files that the pings in the offset wizard in the o...
No, I decompiled things that I probably shouldn't have.Dexus wrote:
Thank you very much Lach. Is it skinnable?
The metronome sound is skinnable (just add those files to your skin folder).Dexus wrote:
Welp, it'd be amazing if it was skinnable. I quickly checked and there is a gap at the start (it's small though). It would be better if I could cut it short at a high point to make it easier to offset.
You can see the waveforms merge together to the right, that's about at 8ms it happens which I recorded this with a +3 UO.
I just skinned them...Lach wrote:
The metronome sounds are not skinnable.