thank you so much for this!
They ARE off, that's why you listen to them multiple times and try to get a higher frameratelolcubes wrote:
But yeah I am not sure if listening to metronome ticks is always the best idea, for me they are always off ;_; (4~7ms too early).
Usually how I do things as well, rarely do I deviate from this method.lolcubes wrote:
I mean in general. Everytime I get ~5ms early on the metronome, it's just about perfect normally.
I use default normal hitsounds and circles on several key spots on the map though, after finding the basic bpm through tapping (I seem to get the BPM right with tapping though hehe).
That'd be great!Gonzvlo wrote:
EDIT: Forgot to mention, this should be translated into other languages. (with Charles permission, of course)
Charles445 wrote:
That'd be great!Gonzvlo wrote:
EDIT: Forgot to mention, this should be translated into other languages. (with Charles permission, of course)
^This, pleaseSakura wrote:
Actually it'd be better if it was on the wiki, it's easier to handle different languages there.
Also you could add subtitles (i think youtube allows that?) even english CC for people that arent good at listening to english but can understand by reading.
It can be done. It just needs to be carefully handled by the mapper.D33d wrote:
Besides that, timing these things accurately will still result in a map that's awkward to play, given that the approach circles will jitter all over the place.
Do not fall into this trap. I have seen people put literally 30 ms off objects just because the timing switches right back a tick later. Off timing is off timing and it should be handled, not ignored.D33d wrote:
It should also be noted that, even if a line or part of the rhythm goes out of time, it may drift back into time almost instantly. Vocals do this a lot, as a lot of singers will swing their lines or otherwise sound "natural" over a rigid beat, so it's worth paying close attention to parts where it's actually better to ignore the fluctuation.
D33d wrote:
On another note, mm once pondered about the possibility of a time-stretch tool, which could read all of the red sections in a map and even out all of the timing changes. If done properly and with automatic crossfading, this would ensure that songs would have consistent timings and the maps would be much more readable. The person who makes such a thing would earn my undying respect.
Of course it's possible to work with, but there are some songs which flat-out won't feel steady enough for me.Charles445 wrote:
It can be done. It just needs to be carefully handled by the mapper.
If it's that bad, then it should certainly be dealt with as a case-by-case thing, although I'm sure that there are some cases where shunting the timing would mess up the feel of the section. Hell, doing that for 'Footloose' would have created a hurried stream of circles into the chorus and it would've been horrible. If the timing's like that on a slider start (very lenient), which finishes in time, then I don't see why the timing can't be constant. Furthermore, even if off-time vocals are being mapped, their hitobjects can coincide with the underlying beat and that will almost always be stable enough.Charles445 wrote:
Do not fall into this trap. I have seen people put literally 30 ms off objects just because the timing switches right back a tick later. Off timing is off timing and it should be handled, not ignored.
That's why I said, "If it's done right and with crossfades." Obviously, if it was used to squash together a piano/string solo, then it's going to sound like a garbled mess, but if it's a case of a song with choppy transitions, then I'm sure that it'd sound okay. It'd need to be quite a powerful tool, but there's no reason why it wouldn't be viable in some cases.Charles445 wrote:
This sounds like it would mess with the audio and could make a song sound really really weird. Personally, I'd avoid this.
Oh, I didn't know that, but I did assume that it might make things odd.Charles445 wrote:
mm has said that hacking sliderends is not okay as it glitches slider ticks.
I might do a tips and tricks series, that would be cool.
How do i explain BPM and Offset? Hmm, this is just my understanding, correct me if im wrong :CloudyLionHeart wrote:
I'm still having a lot of trouble with all of this. I have no idea what the BPM or the offset is for or how it helps time the song. I am every new to osu! and I've never made a beatmap before. I would be really greatful for some help.